Structure to store resources(Uassets) information.
More...
#include <RRObjectCommon.h>
Structure to store resources(Uassets) information.
#RRGameSingleton has TMap of this to store info for each ERRResourceDataType
Data is TMap of FRRResource which has pointer to AssetData.
USTRUCT()
◆ FRRResourceInfo() [1/2]
FRRResourceInfo::FRRResourceInfo |
( |
| ) |
|
|
inline |
◆ FRRResourceInfo() [2/2]
◆ AddResource()
void FRRResourceInfo::AddResource |
( |
const FString & |
InUniqueName, |
|
|
const FSoftObjectPath & |
InAssetPath, |
|
|
UObject * |
InAssetData |
|
) |
| |
|
inline |
◆ Finalize()
void FRRResourceInfo::Finalize |
( |
| ) |
|
|
inline |
Finalize object by using UBodySetup::ClearPhysicsMeshes and MarkAsGarbage.
BodySetup's collision mesh data are manually created from the underlying Physics engine, thus needs manual flush.
Besides, body setup data is shared among proc mesh comps, thus could not be destroyed in a dtor or OnComponentDestroyed()
- See also
- UBodySetup::ClearPhysicsMeshes
-
MarkAsGarbage
◆ bHasBeenAllLoaded
bool FRRResourceInfo::bHasBeenAllLoaded = false |
◆ Data
◆ DataType
◆ ToBeAsyncLoadedResourceNum
int32 FRRResourceInfo::ToBeAsyncLoadedResourceNum = 0 |
The documentation for this struct was generated from the following file:
- /home/docs/checkouts/readthedocs.org/user_builds/rapyutasimulationplugins/checkouts/devel/Source/RapyutaSimulationPlugins/Public/Core/RRObjectCommon.h