As with shader compilation, some third-party plugins need to accumulate information about all UObjects cooked in a cook session, and write their data to a database at the end of the cook; the databa ...
UAssetManager::ChangeBundleStateForPrimaryAssets allows adding new BundleNames to the list of BundleNames loaded for a PrimaryAssetId. Each BundleName specifies a BundleEntry with a list of assets. ...
SetPrimaryAssetRules sets the "is overridden" variables (e.g. bOverrideApplyRecursively) based on a comparison with the global default rules:static FPrimaryAssetRules DefaultRules; ... ExplicitRu ...
ClassPaths are stored in FBlueprintTags::GeneratedClassPath, FBlueprintTags::ParentClassPath, FBlueprintTags::NativeParentClassPath, and are read by many locations in editor code. But these location ...
The macros LLM and LLM_IF_ENABLED behave identically but are slightly different from a performance standpoint. For consistency all allocs and frees should use the same one. Measure the cost of a co ...
MPCook relies on global data that is accumulated during package cooks on CookWorkers be replicated to the CookDirector. Some global data that is accumulated during package cooks is CookAdditionalFi ...
Priority note: 3 licensees requested so far Fortnite and some licensees have requested this feature, but it is a nice to have and has not yet been high enough priority to implement. Many teams rel ...
Projects with multi-process cooking enabled will not complete packaging. If MPCook is disabled, packaging can be completed. ...
FStaticMeshRenderData::Cache has the assertion: checkf(Owner->IsMeshDescriptionValid(0), TEXT("Bad MeshDescription on %s"), *GetPathNameSafe(Owner)); This assertion can be triggered by data erro ...
A project can add paths in AdditionalProjectDirectories to specify directories other than <UERoot>\Engine\Plugins or <ProjectRoot>\Plugins that contain plugins. But when adding a plugin in one of t ...