#include <Asset.h>
◆ Asset()
◆ ~Asset()
◆ Copy()
| void Asset::Copy |
( |
Asset * |
srcAsset | ) |
|
|
virtual |
◆ Create()
Reimplemented in BoneMaskAsset, DataAsset, Font, HumanoidAvatarAsset, InputPromptMap, InputPromptStyle, Material, MaterialBase, MaterialInstance, MaterialLite, NodeGraphAsset, ParticleSystem, Scene, SkeletalAnimationAsset, SkeletalMesh, SoundWave, SpriteAnimation, StaticMesh, Texture, TileMap, TileSet, Timeline, TinyLLMAsset, TinyLLMTokenizerAsset, TransformAnimationAsset, and UIDocument.
◆ DECLARE_FACTORY()
◆ DECLARE_FACTORY_MANAGER()
| Asset::DECLARE_FACTORY_MANAGER |
( |
Asset |
| ) |
|
◆ DECLARE_OBJECT()
◆ DecrementRefCount()
| void Asset::DecrementRefCount |
( |
| ) |
|
◆ Destroy()
Reimplemented in BoneMaskAsset, DataAsset, Font, HumanoidAvatarAsset, InputPromptMap, InputPromptStyle, Material, MaterialBase, MaterialInstance, MaterialLite, NodeGraphAsset, ParticleSystem, Scene, SkeletalAnimationAsset, SkeletalMesh, SoundWave, SpriteAnimation, StaticMesh, Texture, TileMap, TileSet, Timeline, TinyLLMAsset, TinyLLMTokenizerAsset, and TransformAnimationAsset.
◆ EnsureUuid()
| void Asset::EnsureUuid |
( |
| ) |
|
◆ GatherProperties()
| void Asset::GatherProperties |
( |
std::vector< Property > & |
outProps | ) |
|
|
overridevirtual |
Reimplemented from Object.
Reimplemented in BoneMaskAsset, DataAsset, Font, HumanoidAvatarAsset, InputPromptMap, InputPromptStyle, Material, MaterialBase, MaterialInstance, MaterialLite, NodeGraphAsset, ParticleSystem, Scene, SkeletalAnimationAsset, SkeletalMesh, SoundWave, SpriteAnimation, StaticMesh, Texture, TileMap, TileSet, Timeline, TinyLLMAsset, TinyLLMTokenizerAsset, TransformAnimationAsset, and UIDocument.
◆ GetDirectoryFromPath()
| std::string Asset::GetDirectoryFromPath |
( |
const std::string & |
path | ) |
|
|
static |
◆ GetName()
| const std::string & Asset::GetName |
( |
| ) |
const |
◆ GetNameFromPath()
| std::string Asset::GetNameFromPath |
( |
const std::string & |
path | ) |
|
|
static |
◆ GetNameFromTypeId()
| const char * Asset::GetNameFromTypeId |
( |
TypeId |
id | ) |
|
|
static |
◆ GetRefCount()
| int32_t Asset::GetRefCount |
( |
| ) |
const |
◆ GetTypeColor()
| glm::vec4 Asset::GetTypeColor |
( |
| ) |
|
|
virtual |
Reimplemented in BoneMaskAsset, DataAsset, Font, HumanoidAvatarAsset, InputPromptMap, InputPromptStyle, Material, MaterialBase, MaterialInstance, MaterialLite, NodeGraphAsset, ParticleSystem, Scene, SkeletalAnimationAsset, SkeletalMesh, SoundWave, SpriteAnimation, StaticMesh, Texture, TileMap, TileSet, Timeline, TinyLLMAsset, TinyLLMTokenizerAsset, TransformAnimationAsset, UIDocument, and InputActionsAsset.
◆ GetTypeIdFromName()
| TypeId Asset::GetTypeIdFromName |
( |
const char * |
name | ) |
|
|
static |
◆ GetTypeImportExt()
| const char * Asset::GetTypeImportExt |
( |
| ) |
|
|
virtual |
◆ GetTypeName()
| const char * Asset::GetTypeName |
( |
| ) |
|
|
virtual |
Reimplemented in BoneMaskAsset, DataAsset, Font, HumanoidAvatarAsset, InputPromptMap, InputPromptStyle, Material, MaterialBase, MaterialInstance, MaterialLite, NodeGraphAsset, ParticleSystem, Scene, SkeletalAnimationAsset, SkeletalMesh, SoundWave, SpriteAnimation, StaticMesh, Texture, TileMap, TileSet, Timeline, TinyLLMAsset, TinyLLMTokenizerAsset, TransformAnimationAsset, UIDocument, and InputActionsAsset.
◆ GetUuid()
| uint64_t Asset::GetUuid |
( |
| ) |
const |
◆ Import()
| bool Asset::Import |
( |
const std::string & |
path, |
|
|
ImportOptions * |
options = nullptr |
|
) |
| |
|
virtual |
Reimplemented in Font, Material, MaterialBase, MaterialInstance, MaterialLite, ParticleSystem, SkeletalMesh, SoundWave, SpriteAnimation, StaticMesh, Texture, TinyLLMAsset, TinyLLMTokenizerAsset, and UIDocument.
◆ IncrementRefCount()
| void Asset::IncrementRefCount |
( |
| ) |
|
◆ IsEmbedded()
| bool Asset::IsEmbedded |
( |
| ) |
const |
◆ IsEngineAsset()
| bool Asset::IsEngineAsset |
( |
| ) |
const |
◆ IsLoaded()
| bool Asset::IsLoaded |
( |
| ) |
const |
◆ IsRefCounted()
| bool Asset::IsRefCounted |
( |
| ) |
const |
◆ IsTransient()
| bool Asset::IsTransient |
( |
| ) |
const |
◆ LoadEmbedded()
◆ LoadFile()
| void Asset::LoadFile |
( |
const char * |
path, |
|
|
AsyncLoadRequest * |
request = nullptr |
|
) |
| |
◆ LoadStream()
Reimplemented in BoneMaskAsset, DataAsset, Font, HumanoidAvatarAsset, InputPromptMap, InputPromptStyle, Material, MaterialBase, MaterialInstance, MaterialLite, NodeGraphAsset, ParticleSystem, ParticleSystemInstance, Scene, SkeletalAnimationAsset, SkeletalMesh, SoundWave, SpriteAnimation, StaticMesh, Texture, TileMap, TileSet, Timeline, TinyLLMAsset, TinyLLMTokenizerAsset, TransformAnimationAsset, UIDocument, and InputActionsAsset.
◆ ReadHeader()
◆ ResetLoadedFlag()
| void Asset::ResetLoadedFlag |
( |
| ) |
|
◆ SaveFile()
| void Asset::SaveFile |
( |
const char * |
path, |
|
|
Platform |
platform |
|
) |
| |
◆ SaveStream()
Reimplemented in BoneMaskAsset, DataAsset, Font, HumanoidAvatarAsset, InputPromptMap, InputPromptStyle, Material, MaterialBase, MaterialInstance, MaterialLite, NodeGraphAsset, ParticleSystem, ParticleSystemInstance, Scene, SkeletalAnimationAsset, SkeletalMesh, SoundWave, SpriteAnimation, StaticMesh, Texture, TileMap, TileSet, Timeline, TinyLLMAsset, TinyLLMTokenizerAsset, TransformAnimationAsset, UIDocument, and InputActionsAsset.
◆ SetEmbedded()
| void Asset::SetEmbedded |
( |
bool |
embed | ) |
|
◆ SetEngineAsset()
| void Asset::SetEngineAsset |
( |
bool |
engineAsset | ) |
|
◆ SetName()
| void Asset::SetName |
( |
const std::string & |
name | ) |
|
◆ SetTransient()
| void Asset::SetTransient |
( |
bool |
transient | ) |
|
◆ SetUuid()
| void Asset::SetUuid |
( |
uint64_t |
uuid | ) |
|
◆ ShouldSnapshotForPie()
| virtual bool Asset::ShouldSnapshotForPie |
( |
| ) |
const |
|
inlinevirtual |
◆ WriteHeader()
| void Asset::WriteHeader |
( |
Stream & |
stream | ) |
|
◆ mEmbedded
| bool Asset::mEmbedded = false |
|
protected |
◆ mEnableRefCount
| bool Asset::mEnableRefCount = true |
|
protected |
◆ mEngineAsset
| bool Asset::mEngineAsset = false |
|
protected |
◆ mLoaded
| bool Asset::mLoaded = false |
|
protected |
◆ mName
| std::string Asset::mName = "Asset" |
|
protected |
◆ mRefCount
| int32_t Asset::mRefCount = 0 |
|
protected |
◆ mTransient
| bool Asset::mTransient = false |
|
protected |
◆ mType
◆ mUuid
| uint64_t Asset::mUuid = 0 |
|
protected |
◆ mVersion
| uint32_t Asset::mVersion = 0 |
|
protected |
The documentation for this class was generated from the following files: