UUsdAssetCache

Owns the assets generated and reused by the USD stage, allowing thread-safe retrieval/storage

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Linux

Inheritance Hierarchy

References

Module

USDClasses

Header

/Engine/Plugins/Importers/USDImporter/Source/USDClasses/Public/USDAssetCache.h

Include

#include "USDAssetCache.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UUsdAssetCache : public UObject

Remarks

Owns the assets generated and reused by the USD stage, allowing thread-safe retrieval/storage

Constructors

Name Description

Public function

UUsdAssetCache()

Functions

Name Description

Public function

void

 

CacheAsset

(
    const FString& Hash,
    UObject* Asset,
    const FString& PrimPath
)

Public function

void

 

DiscardAsset

(
    const FString& Hash
)

Public function Const

TSet< UObjec...

 

GetActiveAssets()

Returns assets that aren't marked as stale

Public function Const

UObject *...

 

GetAssetForPrim

(
    const FString& PrimPath
)

Public function Const

TMap< FStrin...

 

GetAssetPrimLinks()

Public function Const

UObject *...

 

GetCachedAsset

(
    const FString& Hash
)

Public function Const

TMap< FStrin...

 

GetCachedAssets()

Public function Const

int32

 

GetNumAssets()

Public function Const

bool

 

IsAssetOwnedByCache

(
    UObject* Asset
)

Public function

void

 

LinkAssetToPrim

(
    const FString& PrimPath,
    UObject* Asset
)

Public function

void

 

MarkAssetsAsStale()

Every time an asset is retrieved/inserted we add it to ActiveAssets.

Public function

void

 

RemoveAssetPrimLink

(
    const FString& PrimPath
)

Public function

void

 

Reset()

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

We need to be serializable so that AUsdStageActor can duplicate us for PIE.

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