unreal.DataRegistryCachePolicy
¶
- class unreal.DataRegistryCachePolicy(cache_is_always_volatile: bool = False, use_curve_table_cache_version: bool = False, min_number_kept: int = 0, max_number_kept: int = 0, force_keep_seconds: float = 0.0, force_release_seconds: float = 0.0)¶
Bases:
StructBase
Rules to use when deciding how to unload registry items and related assets
C++ Source:
Plugin: DataRegistry
Module: DataRegistry
File: DataRegistryTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
cache_is_always_volatile
(bool): [Read-Write] Cache Is Always Volatile: If this is true, the cache is always considered volatile when returning EDataRegistryCacheResultforce_keep_seconds
(float): [Read-Write] Force Keep Seconds: Any item accessed within this amount of seconds is never unloadedforce_release_seconds
(float): [Read-Write] Force Release Seconds: Any item not accessed within this amount of seconds is always unloadedmax_number_kept
(int32): [Read-Write] Max Number Kept: Maximum number of items to keep loaded, 0 means infinitemin_number_kept
(int32): [Read-Write] Min Number Kept: Will not release items if fewer then this number loaded, 0 means infiniteuse_curve_table_cache_version
(bool): [Read-Write] Use Curve Table Cache Version: If this is true, the cache version is synchronized with the global CurveTable cache version
- property cache_is_always_volatile: bool¶
[Read-Write] Cache Is Always Volatile: If this is true, the cache is always considered volatile when returning EDataRegistryCacheResult
- Type:
(bool)
- property force_keep_seconds: float¶
[Read-Write] Force Keep Seconds: Any item accessed within this amount of seconds is never unloaded
- Type:
(float)
- property force_release_seconds: float¶
[Read-Write] Force Release Seconds: Any item not accessed within this amount of seconds is always unloaded
- Type:
(float)
- property max_number_kept: int¶
[Read-Write] Max Number Kept: Maximum number of items to keep loaded, 0 means infinite
- Type:
(int32)