FPrimaryAssetTypeInfo::FillRuntimeData

Fills out transient variables based on parsed ones.

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/AssetManagerTypes.h

Include

#include "Engine/AssetManagerTypes.h"

Source

/Engine/Source/Runtime/Engine/Private/AssetManagerTypes.cpp

Syntax

void FillRuntimeData
(
    bool & bIsValid,
    bool & bBaseClassWasLoaded
)

Remarks

Fills out transient variables based on parsed ones. Sets status bools saying rather data is valid, and rather it had to synchronously load the base class

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss