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UETOOL-332 - Collections 2.0 UETOOL-373 - Check robustness of Collections 2.0 The collection manager will now fix-up any references to redirectors within its collections once the asset registry has finished discovering all the available assets. It also adds a watcher so it can pick up any moves or deletes as they happen. All of this fix-up is applied to the in-memory copy of the collection, and doesn't get persisted to disk until it needs to be (because referenced redirectors are being deleted). This helps to minimize issues with source control availability and shared/private collections. This change also makes sure that objects that are being referenced by a collection will leave a redirector behind, and also adds some extra context (such as the collection name) to some of the source control errors that may be reported when saving a collection. [CL 2602519 by Jamie Dale in Main branch]
24 lines
719 B
C++
24 lines
719 B
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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/**
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* The bridge between the asset registry and the collections manager - used to update collections as certain asset events happen
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*/
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class FCollectionAssetRegistryBridge
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{
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public:
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FCollectionAssetRegistryBridge();
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~FCollectionAssetRegistryBridge();
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private:
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/** Called when the asset registry initial load has completed */
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void OnAssetRegistryLoadComplete();
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/** Handler for when an asset was renamed in the asset registry */
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void OnAssetRenamed(const FAssetData& AssetData, const FString& OldObjectPath);
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/** Handler for when an asset was removed from the asset registry */
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void OnAssetRemoved(const FAssetData& AssetData);
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};
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