AddDynamicResource(const ERRResourceDataType InDataType, TResource *InResourceObject, const FString &InResourceUniqueName, const FString &InResourceAssetPath=EMPTY_STR) | URRGameSingleton | inline |
ASSETS_PROJECT_BASE_MODULE_NAME | URRGameSingleton | static |
ASSETS_PROJECT_MODULE_NAME | URRGameSingleton | static |
ASSETS_ROOT_PATH | URRGameSingleton | static |
ASSETS_RUNTIME_BP_SAVE_BASE_PATH | URRGameSingleton | |
ASSETS_THUMBNAIL_SIZE | URRGameSingleton | |
bPakLoaderInitialized | URRGameSingleton | |
BSIM_PROFILING | URRGameSingleton | |
CollateAssetsInfo() | URRGameSingleton | inline |
CollateAssetsInfo(const ERRResourceDataType InDataType, const FString &InAssetRelativeFolderPath) | URRGameSingleton | inline |
CollateAssetsInfo() | URRGameSingleton | inline |
CollateEntityAssetsInfoFromPAK(const TArray< FString > &InEntityModelNameList, bool bInForceReload=false) | URRGameSingleton | |
DYNAMIC_CONTENTS_FOLDER_NAME | URRGameSingleton | static |
FinalizeResources() | URRGameSingleton | |
FOLDER_PATH_ASSET_DATA_TABLES | URRGameSingleton | |
FOLDER_PATH_ASSET_MATERIALS | URRGameSingleton | |
FOLDER_PATH_ASSET_PAKS | URRGameSingleton | |
FOLDER_PATH_ASSET_SKELETAL_MESHES | URRGameSingleton | |
FOLDER_PATH_ASSET_SKELETONS | URRGameSingleton | |
FOLDER_PATH_ASSET_STATIC_MESHES | URRGameSingleton | |
FOLDER_PATH_ASSET_TEXTURES | URRGameSingleton | |
FOLDER_PATH_PHYSICS_ASSETS | URRGameSingleton | |
Get() | URRGameSingleton | static |
GetAssetNamePrefix(const ERRResourceDataType InDataType) | URRGameSingleton | inlinestatic |
GetAssetsBasePath(const TCHAR *InModuleName) | URRGameSingleton | inlinestatic |
GetAssetsFolderName(const ERRResourceDataType InDataType) | URRGameSingleton | inline |
GetBodySetup(const FString &InBodySetupName) | URRGameSingleton | inline |
GetDataTable(const FString &InDataTableName, bool bIsStaticResource=true) | URRGameSingleton | inline |
GetDynamicAssetPath(const ERRResourceDataType InDataType, const FString &InAssetName, const TCHAR *InModuleName) | URRGameSingleton | inline |
GetDynamicAssetsBasePath(const TCHAR *InModuleName) | URRGameSingleton | inlinestatic |
GetDynamicAssetsBasePathList(const ERRResourceDataType InDataType) | URRGameSingleton | inlinestatic |
GetDynamicBPAssetPath(const FString &InBPAssetName) | URRGameSingleton | inline |
GetMaterial(const FString &InMaterialName) | URRGameSingleton | inline |
GetMeshNameFromShapeType(const ERRShapeType InShapeType) | URRGameSingleton | inlinestatic |
GetPhysicalMaterial(const FString &InPhysicalMaterialName) | URRGameSingleton | inline |
GetPhysicsAsset(const FString &InPhysicsAssetName, bool bIsStaticResource=true) | URRGameSingleton | inline |
GetShapeTypeFromMeshName(const FString &InMeshName) | URRGameSingleton | inlinestatic |
GetSimResource(const ERRResourceDataType InDataType, const FString &InResourceUniqueName, bool bIsStaticResource=true) | URRGameSingleton | inline |
GetSimResourceInfo(const ERRResourceDataType InDataType) | URRGameSingleton | inline |
GetSimResourceInfo(const ERRResourceDataType InDataType) const | URRGameSingleton | inline |
GetSimResourceList(const ERRResourceDataType InDataType) const | URRGameSingleton | inline |
GetSkeletalMesh(const FString &InSkeletalMeshName, bool bIsStaticResource=true) | URRGameSingleton | inline |
GetSkeleton(const FString &InSkeletonName, bool bIsStaticResource=true) | URRGameSingleton | inline |
GetStaticMesh(const FString &InStaticMeshName, bool bIsStaticResource=true) | URRGameSingleton | inline |
GetTexture(const FString &InTextureName, bool bIsStaticResource=true) | URRGameSingleton | inline |
HasSimResource(const ERRResourceDataType InDataType, const FString &InResourceUniqueName) const | URRGameSingleton | inline |
HaveAllResourcesBeenLoaded(bool bIsLogged=false) const | URRGameSingleton | |
InitializeResources(bool bInRequestResourceLoading=false) | URRGameSingleton | |
MATERIAL_NAME_ASSET_MASTER | URRGameSingleton | static |
MATERIAL_NAME_PHYSICS_WHEEL | URRGameSingleton | static |
MATERIAL_NAME_PROP_MASTER | URRGameSingleton | static |
MATERIAL_NAME_TRANSLUCENCE_MASTER | URRGameSingleton | static |
OnResourceLoaded(ERRResourceDataType InDataType, FSoftObjectPath InResourcePath, FString InResourceUniqueName) | URRGameSingleton | inline |
PakLoader | URRGameSingleton | |
PrintSimConfig() const | URRGameSingleton | virtual |
ProcessAsyncLoadedResource(const ERRResourceDataType InDataType, const FSoftObjectPath &InResourcePath, const FString &InResourceUniqueName) | URRGameSingleton | inline |
RequestResourcesLoading() | URRGameSingleton | inline |
ResourceMap | URRGameSingleton | private |
ResourceStore | URRGameSingleton | private |
SASSET_OWNING_MODULE_NAMES | URRGameSingleton | static |
SHAPE_NAME_CAPSULE | URRGameSingleton | static |
SHAPE_NAME_CUBE | URRGameSingleton | static |
SHAPE_NAME_CYLINDER | URRGameSingleton | static |
SHAPE_NAME_PLANE | URRGameSingleton | static |
SHAPE_NAME_SPHERE | URRGameSingleton | static |
TEXTURE_NAME_BLACK_MASK | URRGameSingleton | static |
TEXTURE_NAME_WHITE_MASK | URRGameSingleton | static |
URRGameSingleton() | URRGameSingleton | protected |
~URRGameSingleton() | URRGameSingleton | virtual |