Files
UnrealEngineUWP/Engine/Source/Runtime/RuntimeAssetCache/Public/RuntimeAssetCacheBPHooks.h
Chris Gagnon 8fc25ea18e Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4676797 by Chris Gagnon in Dev-Editor branch]
2019-01-02 14:54:39 -05:00

44 lines
1.4 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/NameTypes.h"
#include "UObject/ObjectMacros.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "RuntimeAssetCacheInterface.h"
#include "RuntimeAssetCacheBPHooks.generated.h"
/** Forward declarations */
class IRuntimeAssetCacheBuilder;
class FOnRuntimeAssetCacheAsyncComplete;
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);
};