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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UTexture
Description
Blocks on async cache tasks and prepares platform data for use. This should only be called by the texture compilation manager. If you call this manually when the texture has been registed in the texture compilation manager, it doesn't get cleared there and you can end up crashing in FTextureCompilationManager::AddTextures.
If you need the texture resource after you've made modifications, you should wrap your changes in PreEditChange/PostEditChange, then call BlockOnAnyAsyncBuild on your texture.
| Name | FinishCachePlatformData |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/Texture.h |
| Include Path | #include "Engine/Texture.h" |
| Source | /Engine/Source/Runtime/Engine/Private/TextureDerivedData.cpp |
void FinishCachePlatformData()