Files
UnrealEngineUWP/Engine/Source/Runtime/RuntimeAssetCache/Private/RuntimeAssetCacheBPHooks.cpp
Mikolaj Sieluzycki eed4bacc54 Make RuntimeAssetCache blueprint accessible.
[CL 2593162 by Mikolaj Sieluzycki in Main branch]
2015-06-19 03:13:33 -04:00

41 lines
1.4 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "RuntimeAssetCachePrivatePCH.h"
#include "RuntimeAssetCacheModule.h"
#include "RuntimeAssetCacheBPHooks.h"
FVoidPtrParam URuntimeAssetCacheBPHooks::GetSynchronous(TScriptInterface<IRuntimeAssetCacheBuilder> CacheBuilder)
{
return FVoidPtrParam(GetRuntimeAssetCache().GetSynchronous(static_cast<IRuntimeAssetCacheBuilder*>(CacheBuilder.GetInterface())));
}
int32 URuntimeAssetCacheBPHooks::GetAsynchronous(TScriptInterface<IRuntimeAssetCacheBuilder> CacheBuilder, const FOnRuntimeAssetCacheAsyncComplete& CompletionDelegate)
{
return GetRuntimeAssetCache().GetAsynchronous(static_cast<IRuntimeAssetCacheBuilder*>(CacheBuilder.GetInterface()), CompletionDelegate);
}
int32 URuntimeAssetCacheBPHooks::GetCacheSize(FName Bucket)
{
return GetRuntimeAssetCache().GetCacheSize(Bucket);
}
bool URuntimeAssetCacheBPHooks::ClearCache(FName Bucket)
{
return GetRuntimeAssetCache().ClearCache(Bucket);
}
void URuntimeAssetCacheBPHooks::WaitAsynchronousCompletion(int32 Handle)
{
GetRuntimeAssetCache().WaitAsynchronousCompletion(Handle);
}
FVoidPtrParam URuntimeAssetCacheBPHooks::GetAsynchronousResults(int32 Handle)
{
return FVoidPtrParam(GetRuntimeAssetCache().GetAsynchronousResults(Handle));
}
bool URuntimeAssetCacheBPHooks::PollAsynchronousCompletion(int32 Handle)
{
return GetRuntimeAssetCache().PollAsynchronousCompletion(Handle);
}