unreal.PCGManagedResource

class unreal.PCGManagedResource(outer: Object | None = None, name: Name | str = 'None')

Bases: Object

This class is used to hold resources and their mechanism to delete them on demand. In order to allow for some reuse (e.g. components), the Release call supports a “soft” release by marking them unused in order to be potentially re-used down the line. At the end of the generate, a call to ReleaseIfUnused will serve to finally cleanup what is not needed anymore.

C++ Source:

  • Plugin: PCG

  • Module: PCG

  • File: PCGManagedResource.h

Editor Properties: (see get_editor_property/set_editor_property)

  • crc (PCGCrc): [Read-Only]

  • is_marked_unused (bool): [Read-Only]

  • marked_transient_on_load (bool): [Read-Only] Resources on a Load-as-preview component are marked as ‘transient on load’; these resources must not be affected in any

    permanent way in order to make sure they are not serialized in a different state if their outer is saved.

    These resources will generally have a different Release path, and will be managed differently from the PCG component as well. Note that this flag will be reset if there is a transient state change originating from the component, which might trigger resource deletion, flags change, etc.