47 lines
1.9 KiB
C++
Executable file
47 lines
1.9 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "Subsystems/GameInstanceSubsystem.h"
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#include "AsyncLoadCompleteDelegateDelegate.h"
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#include "EAsyncLoadPriority.h"
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#include "EAsyncPersistence.h"
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#include "AsyncManager.generated.h"
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class UObject;
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UCLASS(Blueprintable)
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class UAsyncManager : public UGameInstanceSubsystem {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<UObject*> PermanentReferences;
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public:
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UAsyncManager();
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UFUNCTION(BlueprintCallable)
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UObject* SyncLoadAsset(const TSoftObjectPtr<UObject>& Asset);
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UFUNCTION(BlueprintCallable)
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void ReleaseAllHandles();
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UFUNCTION(BlueprintCallable)
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UClass* Receive_SyncLoadClass(TSoftClassPtr<UObject> Asset);
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UFUNCTION(BlueprintCallable)
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void AsyncLoadSoftObjects(const TArray<TSoftObjectPtr<UObject>>& Items, EAsyncPersistence persistence, const FAsyncLoadCompleteDelegate& OnLoadComplete, EAsyncLoadPriority Priority);
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UFUNCTION(BlueprintCallable)
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void AsyncLoadSoftObject(const TSoftObjectPtr<UObject> Item, EAsyncPersistence persistence, const FAsyncLoadCompleteDelegate& OnLoadComplete, EAsyncLoadPriority Priority);
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UFUNCTION(BlueprintCallable)
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void AsyncLoadSoftClass(const TSoftClassPtr<UObject> Item, EAsyncPersistence persistence, const FAsyncLoadCompleteDelegate& OnLoadComplete, EAsyncLoadPriority Priority);
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UFUNCTION(BlueprintCallable)
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void AsyncLoadAssets(const TArray<FSoftObjectPath>& Items, EAsyncPersistence persistence, const FAsyncLoadCompleteDelegate& OnLoadComplete, EAsyncLoadPriority Priority);
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UFUNCTION(BlueprintCallable)
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void AsyncLoadAsset(const FSoftObjectPath& Item, EAsyncPersistence persistence, const FAsyncLoadCompleteDelegate& OnLoadComplete, EAsyncLoadPriority Priority);
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};
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