Files
UnrealEngine/Engine/Source/Runtime/RuntimeAssetCache/Private/RuntimeAssetCacheModule.cpp
2025-05-18 13:04:45 +08:00

49 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "RuntimeAssetCacheModule.h"
#include "Logging/LogMacros.h"
#include "Modules/ModuleManager.h"
#include "RuntimeAssetCache.h"
#include "Engine/World.h"
DEFINE_LOG_CATEGORY(RuntimeAssetCache)
FRuntimeAssetCacheInterface& GetRuntimeAssetCache()
{
static FRuntimeAssetCacheModuleInterface& Module = FModuleManager::LoadModuleChecked<FRuntimeAssetCacheModuleInterface>("RuntimeAssetCache");
static FRuntimeAssetCacheInterface& Interface = Module.GetRuntimeAssetCache();
return Interface;
}
/**
* Class implementing RuntimeAssetCache module interface. This is split
* to solve circular dependency when building UHT.
*/
class FRuntimeAssetCacheModule : public FRuntimeAssetCacheModuleInterface
{
public:
/**
* Gets runtime asset cache.
* @return Runtime asset cache.
*/
virtual FRuntimeAssetCacheInterface& GetRuntimeAssetCache() override
{
static FRuntimeAssetCache StaticRuntimeAssetCache;
return StaticRuntimeAssetCache;
}
void StartupModule() override
{
FWorldDelegates::OnWorldTickStart.AddStatic(&FRuntimeAssetCacheModule::TickRuntimeAssetCache);
}
static void TickRuntimeAssetCache(UWorld* World, ELevelTick TickType, float DeltaSeconds)
{
static FRuntimeAssetCacheModuleInterface& Module = FModuleManager::LoadModuleChecked<FRuntimeAssetCacheModuleInterface>("RuntimeAssetCache");
static FRuntimeAssetCacheInterface& Interface = Module.GetRuntimeAssetCache();
Interface.Tick();
}
};
IMPLEMENT_MODULE(FRuntimeAssetCacheModule, RuntimeAssetCache);