DRG-Femboy-Voice/Source/FSD/Public/AsyncManager.h
2025-04-15 12:39:31 -07:00

47 lines
1.9 KiB
C++
Executable file

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