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ISMAssetManager

Module: SMAssetTools

Public Classes

Name
struct FCompileBlueprintArgs
struct FCreateStateMachineBlueprintArgs

Public Functions

Name
virtual ~ISMAssetManager()
virtual USMBlueprint * CreateStateMachineBlueprint(const FCreateStateMachineBlueprintArgs & InArgs) =0
virtual void PopulateClassDefaults(UBlueprint * InBlueprint, UObject * InNewClassDefaults) =0
DECLARE_DELEGATE(FOnCompileBlueprintsCompletedSignature )
virtual void CompileBlueprints(const FCompileBlueprintArgs & InArgs, const FOnCompileBlueprintsCompletedSignature & InOnCompileBlueprintsCompletedDelegate =FOnCompileBlueprintsCompletedSignature()) =0
virtual void CancelCompileBlueprints() =0
virtual bool IsCompilingBlueprints() const =0
virtual float GetCompileBlueprintsPercent() const =0

Public Functions Documentation

function ~ISMAssetManager

inline virtual ~ISMAssetManager()

function CreateStateMachineBlueprint

virtual USMBlueprint * CreateStateMachineBlueprint(
    const FCreateStateMachineBlueprintArgs & InArgs
) =0

Create a new state machine blueprint asset.

Parameters:

InArgs
Arguments to configure the new state machine blueprint.

Return: The newly created blueprint if successful.


function PopulateClassDefaults

virtual void PopulateClassDefaults(
    UBlueprint * InBlueprint,
    UObject * InNewClassDefaults
) =0

Update the blueprint's CDO with new values.

Parameters:

InBlueprint
The blueprint to update. Accepts any type of blueprint.
InNewClassDefaults
An object instance to copy properties from. This class should match the CDO class.

function DECLARE_DELEGATE

DECLARE_DELEGATE(
    FOnCompileBlueprintsCompletedSignature 
)

function CompileBlueprints

virtual void CompileBlueprints(
    const FCompileBlueprintArgs & InArgs,
    const FOnCompileBlueprintsCompletedSignature & InOnCompileBlueprintsCompletedDelegate =FOnCompileBlueprintsCompletedSignature()
) =0

Compile all blueprints. This will load all required assets asynchronously and then compile a blueprint each tick.

Parameters:

InArgs
Configure the blueprints to compile.
InOnCompileBlueprintsCompletedDelegate
Delegate to call when the process has completed.

function CancelCompileBlueprints

virtual void CancelCompileBlueprints() =0

Cancel CompileBlueprints().


function IsCompilingBlueprints

virtual bool IsCompilingBlueprints() const =0

Are blueprints currently loading or compiling from CompileBlueprints()?


function GetCompileBlueprintsPercent

virtual float GetCompileBlueprintsPercent() const =0

Return the current compile percentage of blueprints compiling. The first 0.5 is load percent, the next 0.5 is compile percent.