Files
integration/Source/Integration/AssetLookup.h

44 lines
1.2 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "CommonTypes.h"
#include "AssetLookup.generated.h"
UCLASS(MinimalAPI)
class UlxAssetLookup : public UObject
{
GENERATED_BODY()
private:
mutable FCriticalSection Mutex;
// Map from asset name to full loadable path.
UPROPERTY()
TMap<FName, FString> CachedTangibles;
// Map from asset name to to full loadable path.
UPROPERTY()
TMap<FName, FString> CachedStaticMeshes;
public:
void RebuildIndex();
void ScanTangibles();
void ScanStaticMeshes();
// Get the full path name of a
FString TangibleLoadPath(const FName &AssetName) const;
// Get a static mesh by its asset name.
FString StaticMeshLoadPath(const FName &AssetName) const;
// Get a static mesh by name
UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"), Category = "Luprex|Miscellaneous")
static UStaticMesh *GetStaticMeshByName(const UObject *Context, const FString &Name);
// Get a static mesh by name
UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"), Category = "Luprex|Miscellaneous")
static UClass *GetTangibleClassByName(const UObject *Context, const FString &Name);
};