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API > API/Runtime > API/Runtime/RuntimeAssetCache
| Name | UExampleTextureCacheBuilder |
| Type | class |
| Header File | /Engine/Source/Runtime/RuntimeAssetCache/Public/RuntimeAssetCacheBuilders.h |
| Include Path | #include "RuntimeAssetCacheBuilders.h" |
Syntax
UCLASS (BlueprintType)
class UExampleTextureCacheBuilder : public URuntimeAssetCacheBuilder_ObjectBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → URuntimeAssetCacheBuilder_ObjectBase → UExampleTextureCacheBuilder
Implements Interfaces
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Texture | TObjectPtr< UTexture2D > | RuntimeAssetCacheBuilders.h |
|
Functions
Public
Overridden from URuntimeAssetCacheBuilder_ObjectBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual int64 GetSerializedDataSizeEstimate () |
Estimate the size (in bytes) of the Data saved in SerializeData. | RuntimeAssetCacheBuilders.h | |
virtual void OnAssetCacheMiss_Implementation() |
RuntimeAssetCacheBuilders.h | ||
virtual void OnAssetPostLoad() |
Perform any specific init functions after load | RuntimeAssetCacheBuilders.h | |
virtual void OnAssetPreLoad() |
Make sure Asset is set up and ready to be loaded into | RuntimeAssetCacheBuilders.h | |
virtual void OnSetAsset
(
UObject* NewAsset |
Please override in your child class to provide easy access to the Asset. | RuntimeAssetCacheBuilders.h | |
virtual void SerializeAsset
(
FArchive& Ar |
Override and make a custom serialization function to save/load the important UObject data to disk | RuntimeAssetCacheBuilders.h |