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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/IExternalAssetPathsProvider
These functions will be invoked while the AssetRegistry lock is held. All the restrictions and warnings pertaining to IAssetDependencyGathers apply here.
Replicated here for clarity....
WARNING: For high performance these callbacks are called inside the critical section of the AssetRegistry. Attempting to call public functions on the AssetRegistry will deadlock. To send queries about what assets exist, used the passed-in interface functions instead.
Aside from that these should be made as simple as possible to execute quickly and without side-effects outside of the cache (if using a cache).
| Name | FUpdateCacheContext |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/ExternalObjectAndActorDependencyGatherer.h |
| Include Path | #include "Engine/ExternalObjectAndActorDependencyGatherer.h" |
Syntax
struct FUpdateCacheContext
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssetRegistryState | const FAssetRegistryState & | Engine/ExternalObjectAndActorDependencyGatherer.h | ||
| CachedPathTree | const FPathTree & | Engine/ExternalObjectAndActorDependencyGatherer.h | ||
| CompileFilterFunc | const TFunctionRef< FARCompiledFilter(const FARFilter &)> | Engine/ExternalObjectAndActorDependencyGatherer.h |