Files
UnrealEngine/Engine/Source/Runtime/RuntimeAssetCache/Public/RuntimeAssetCacheBPHooks.h
2025-05-18 13:04:45 +08:00

49 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "HAL/Platform.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "RuntimeAssetCacheInterface.h"
#include "UObject/NameTypes.h"
#include "UObject/ObjectMacros.h"
#include "UObject/ScriptInterface.h"
#include "UObject/UObjectGlobals.h"
#include "RuntimeAssetCacheBPHooks.generated.h"
/** Forward declarations */
class FOnRuntimeAssetCacheAsyncComplete;
class IRuntimeAssetCacheBuilder;
class UObject;
struct FFrame;
UCLASS()
class URuntimeAssetCacheBPHooks : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = RuntimeAssetCache)
static FVoidPtrParam GetSynchronous(TScriptInterface<IRuntimeAssetCacheBuilder> CacheBuilder);
UFUNCTION(BlueprintCallable, Category = RuntimeAssetCache)
static int32 GetAsynchronous(TScriptInterface<IRuntimeAssetCacheBuilder> CacheBuilder, const FOnRuntimeAssetCacheAsyncComplete& CompletionDelegate);
UFUNCTION(BlueprintCallable, Category = RuntimeAssetCache)
static int32 GetCacheSize(FName Bucket);
UFUNCTION(BlueprintCallable, Category = RuntimeAssetCache)
static bool ClearCache(FName Bucket);
UFUNCTION(BlueprintCallable, Category = RuntimeAssetCache)
static void WaitAsynchronousCompletion(int32 Handle);
UFUNCTION(BlueprintCallable, Category = RuntimeAssetCache)
static FVoidPtrParam GetAsynchronousResults(int32 Handle);
UFUNCTION(BlueprintCallable, Category = RuntimeAssetCache)
static bool PollAsynchronousCompletion(int32 Handle);
};