#include <ProcesedObjectStore.h>
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bool | Serialize (AZStd::vector< uint8_t > &output) const |
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uint32_t | GetSubId () const |
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bool | HasAsset () const |
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AZ::Data::AssetType | GetAssetType () const |
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const AZ::Data::AssetData & | GetAsset () const |
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AZ::Data::AssetData & | GetAsset () |
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AssetSmartPtr | ReleaseAsset () |
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AZStd::vector< AZ::Data::Asset< AZ::Data::AssetData > > & | GetReferencedAssets () |
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const AZStd::vector< AZ::Data::Asset< AZ::Data::AssetData > > & | GetReferencedAssets () const |
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const AZStd::string & | GetId () const |
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template<typename T > |
static AZStd::pair< ProcessedObjectStore, T * > | Create (AZStd::string uniqueId, const AZ::Uuid &sourceId, SerializerFunction assetSerializer) |
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static uint32_t | BuildSubId (AZStd::string_view id) |
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Storage for objects created through the Prefab processing pipeline. These typically store the created object for immediate use in the editor plus additional information to allow the Prefab Builder to convert the object into a serialized form and register it with the Asset Database.
◆ Create()
template<typename T >
AZStd::pair< ProcessedObjectStore, T * > AzToolsFramework::Prefab::PrefabConversionUtils::ProcessedObjectStore::Create |
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AZStd::string |
uniqueId, |
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const AZ::Uuid & |
sourceId, |
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SerializerFunction |
assetSerializer |
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) |
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static |
Constructs a new instance.
- Parameters
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uniqueId | A name for the object that's unique within the scope of the Prefab. This name will be used to generate a sub id for the product which requires that the name to be stable between runs. |
sourceId | The uuid for the source file. |
assetSerializer | The callback used to convert the provided asset into a binary version. |
The documentation for this class was generated from the following file:
- Code/Framework/AzToolsFramework/AzToolsFramework/Prefab/Spawnable/ProcesedObjectStore.h