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

57 lines
1.6 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Kismet/BlueprintFunctionLibrary.h"
#include "RuntimeAssetCacheInterface.h"
#include "RuntimeAssetCacheBPHooks.generated.h"
USTRUCT()
struct FVoidPtrParam
{
GENERATED_BODY()
FVoidPtrParam(void* InData)
: Data(InData)
{ }
FVoidPtrParam()
: Data(nullptr)
{ }
void* Data;
};
/** Delegates. */
DECLARE_DYNAMIC_DELEGATE_TwoParams(FOnRuntimeAssetCacheAsyncComplete, int32, Handle, FVoidPtrParam, Data);
/** 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);
};