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Unreal Engine C++ API Reference > Editor > ContentBrowserData
References
Module | ContentBrowserData |
Header | /Engine/Source/Editor/ContentBrowserData/Public/ContentBrowserDataFilter.h |
Include | #include "ContentBrowserDataFilter.h" |
Syntax
struct FContentBrowserDataFilterCacheIDOwner
Remarks
ID used by the data sources to cache some data between the filter compilations How use the filter compilation cache. 1) Initialize the id by using the UContentBrowserDataSubsystem once. 2) When compiling the filters pass the Cache ID Owner to the cacheID of the ContentBrowserDataFilter. 3) When the filter settings change call RemoveUnusedCachedData to clean the cache and to remove the potential invalid data.
Constructors
Type | Name | Description |
---|---|---|
FContentBrowserDataFilterCacheIDOwner () | ||
FContentBrowserDataFilterCacheIDOwner ( FContentBrowserDataFilterCacheIDOwn... ) | ||
FContentBrowserDataFilterCacheIDOwner ( const FContentBrowserDataFilterCach... ) |
Destructors
Type | Name | Description |
---|---|---|
~FContentBrowserDataFilterCacheIDOwner () |
Functions
Type | Name | Description |
---|---|---|
void | ClearCachedData () | |
void | Initialaze ( UContentBrowserDataSubsystem* ... ) | |
void | RemoveUnusedCachedData ( TArrayView< const FName > InVirtual..., const FContentBrowserDataFilter& D... ) | |
void | Reset () |
Operators
Type | Name | Description |
---|---|---|
operator FContentBrowserDataFilterCacheID () | ||
FContentBrow... | operator= ( FContentBrowserDataFilterCacheIDOwn... ) | |
FContentBrow... | operator= ( const FContentBrowserDataFilterCach... ) |