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API > API/Runtime > API/Runtime/RuntimeAssetCache
| Name | URuntimeAssetCacheBuilder_ObjectBase |
| Type | class |
| Header File | /Engine/Source/Runtime/RuntimeAssetCache/Public/RuntimeAssetCacheBuilders.h |
| Include Path | #include "RuntimeAssetCacheBuilders.h" |
Syntax
UCLASS (BlueprintType)
class URuntimeAssetCacheBuilder_ObjectBase :
public UObject,
public IRuntimeAssetCacheBuilder
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → URuntimeAssetCacheBuilder_ObjectBase
Implements Interfaces
Derived Classes
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssetName | FString | The name of the asset. | RuntimeAssetCacheBuilders.h |
|
| AssetVersion | int32 | The asset version. Changing this will force a new version of the asset to get cached. | RuntimeAssetCacheBuilders.h |
|
| CacheHandle | int32 | RuntimeAssetCacheBuilders.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Asset | UObject * | RuntimeAssetCacheBuilders.h | ||
| bProcessedCacheMiss | int32 | RuntimeAssetCacheBuilders.h | ||
| GetFromCacheAsyncCompleteDelegate | FOnRuntimeAssetCacheAsyncComplete | RuntimeAssetCacheBuilders.h | ||
| OnAssetCacheComplete | FOnAssetCacheComplete | RuntimeAssetCacheBuilders.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Cleanup() |
RuntimeAssetCacheBuilders.h | ||
void GetFromCacheAsync
(
const FOnAssetCacheComplete& OnComplete |
Call this to get the asset named AssetName from the runtime asset cache. | RuntimeAssetCacheBuilders.h |
|
void GetFromCacheAsyncComplete
(
int32 Handle, |
RuntimeAssetCacheBuilders.h | ||
virtual int64 GetSerializedDataSizeEstimate () |
Estimate the size (in bytes) of the Data saved in SerializeData. | RuntimeAssetCacheBuilders.h | |
void OnAssetCacheMiss () |
When you get OnAssetCacheMiss you need to load/create the asset that is missing. | 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 PostInitProperties() |
RuntimeAssetCacheBuilders.h | ||
void SaveNewAssetToCache
(
UObject* NewAsset |
Call SaveNewAssetToCache to save an asset back into the cache for next time. | 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 | |
void SetAsset
(
UObject* NewAsset |
This merely sets Asset and calls OnSetAsset. Use SaveNewAssetToCache to actually cache a new asset. | RuntimeAssetCacheBuilders.h |
Overridden from IRuntimeAssetCacheBuilder
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FVoidPtrParam Build() |
Does the work of creating serialized cache entry. | RuntimeAssetCacheBuilders.h | |
virtual FString GetAssetUniqueName() |
Returns the name uniquely describing the asset. | RuntimeAssetCacheBuilders.h | |
virtual int32 GetAssetVersion() |
Gets asset version to rebuild cache if cached asset is too old. | RuntimeAssetCacheBuilders.h | |
virtual const TCHAR * GetBucketConfigName() |
Get the builder type name. This is used to categorize cached data to buckets. | RuntimeAssetCacheBuilders.h | |
virtual const TCHAR * GetBuilderName() |
Get the name of cache builder, this is used as part of the cache key. | RuntimeAssetCacheBuilders.h | |
virtual bool IsBuildThreadSafe() |
Gets whether Build function is threadsafe | RuntimeAssetCacheBuilders.h | |
virtual bool ShouldBuildAsynchronously() |
Gets whether Build function must be called asynchronously. | RuntimeAssetCacheBuilders.h |