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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/TSSAMAtomicHandle
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Streaming/SimpleStreamableAssetManagerHandle.h | |||
TSSAMAtomicHandle
(
const TSSAMAtomicHandle& |
A handle holder owns a single SSAM slot. | Streaming/SimpleStreamableAssetManagerHandle.h | |
TSSAMAtomicHandle
(
TSSAMAtomicHandle&& Other |
Streaming/SimpleStreamableAssetManagerHandle.h |
TSSAMAtomicHandle()
| Name | TSSAMAtomicHandle |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/Streaming/SimpleStreamableAssetManagerHandle.h |
| Include Path | #include "Streaming/SimpleStreamableAssetManagerHandle.h" |
TSSAMAtomicHandle()
TSSAMAtomicHandle(const TSSAMAtomicHandle &)
Description
A handle holder owns a single SSAM slot. Two object instances must never share it: a Release on either copy would silently invalidate the other. To enforce that:
- Copy default-initializes the destination. The source is unchanged. Cloning a live handle is impossible; the duplicate behaves as a fresh, unregistered holder. This keeps containing classes (FPrimitiveSceneProxy, derived FDebugRenderSceneProxy and its 35+ subclasses) backward-compatible they can keep their `=default_ copy ctors and the wrapper just no-ops the slot field on copy.
- Move transfers the slot. Source becomes empty, destination receives the handle. Single-owner invariant preserved across the FPrimitiveSceneProxy move chain. UObject duplication (StaticDuplicateObject) uses serialization, not C++ copy, so the non-UPROPERTY handle field is naturally default-initialized on the duplicate either way.
| Name | TSSAMAtomicHandle |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/Streaming/SimpleStreamableAssetManagerHandle.h |
| Include Path | #include "Streaming/SimpleStreamableAssetManagerHandle.h" |
TSSAMAtomicHandle
(
const TSSAMAtomicHandle &
)
TSSAMAtomicHandle(TSSAMAtomicHandle &&)
| Name | TSSAMAtomicHandle |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/Streaming/SimpleStreamableAssetManagerHandle.h |
| Include Path | #include "Streaming/SimpleStreamableAssetManagerHandle.h" |
TSSAMAtomicHandle
(
TSSAMAtomicHandle && Other
)