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 anypermanent 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.