FDataRegistryCachePolicy

Rules to use when deciding how to unload registry items and related assets

Windows
MacOS
Linux

References

Module

DataRegistry

Header

/Engine/Plugins/Runtime/DataRegistry/Source/DataRegistry/Public/DataRegistryTypes.h

Include

#include "DataRegistryTypes.h"

Syntax

[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType))
struct FDataRegistryCachePolicy

Remarks

Rules to use when deciding how to unload registry items and related assets

Variables

Name Description

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

bCacheIsAlwaysVolatile

If this is true, the cache is always considered volatile when returning EDataRegistryCacheResult

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

bUseCurveTableCacheVersion

If this is true, the cache version is synchronized with the global CurveTable cache version

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

float

 

ForceKeepSeconds

Any item accessed within this amount of seconds is never unloaded

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

float

 

ForceReleaseSeconds

Any item not accessed within this amount of seconds is always unloaded

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

int32

 

MaxNumberKept

Maximum number of items to keep loaded, 0 means infinite

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

int32

 

MinNumberKept

Will not release items if fewer then this number loaded, 0 means infinite

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