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| AZ_CLASS_ALLOCATOR (InMemorySpawnableAssetProcessor, AZ::SystemAllocator) |
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bool | Activate (AZStd::string_view stackProfile) |
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void | Deactivate () |
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bool | IsActivated () const |
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AZStd::string_view | GetStackProfile () const |
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AzFramework::InMemorySpawnableAssetContainer::CreateSpawnableResult | CreateInMemorySpawnableAsset (AZStd::string_view prefabFilePath, AZStd::string_view spawnableName, bool loadReferencedAssets=false) |
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AzFramework::InMemorySpawnableAssetContainer::CreateSpawnableResult | CreateInMemorySpawnableAsset (AzToolsFramework::Prefab::TemplateId templateId, AZStd::string_view spawnableName, bool loadReferencedAssets=false) |
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const AzFramework::InMemorySpawnableAssetContainer & | GetAssetContainerConst () const |
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AzFramework::InMemorySpawnableAssetContainer & | GetAssetContainer () |
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◆ CreateInMemorySpawnableAsset()
AzFramework::InMemorySpawnableAssetContainer::CreateSpawnableResult AzToolsFramework::Prefab::PrefabConversionUtils::InMemorySpawnableAssetProcessor::CreateInMemorySpawnableAsset |
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AZStd::string_view |
prefabFilePath, |
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AZStd::string_view |
spawnableName, |
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bool |
loadReferencedAssets = false |
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) |
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Converts a prefab template into an in-memory spawnable asset. Example use case: convert an unsaved prefab into a spawnable asset to be spawned in editor game mode
The documentation for this class was generated from the following file:
- Code/Framework/AzToolsFramework/AzToolsFramework/Prefab/Spawnable/InMemorySpawnableAssetUtils.h