Fix garbage collection unloading cog assets

This commit is contained in:
Arnaud Jamin
2023-10-21 01:28:54 -04:00
parent f2d8311c90
commit 9f5431465b
12 changed files with 14 additions and 13 deletions
+3 -3
View File
@@ -17,9 +17,9 @@ bIgnoreMissingCookedAssetRegistryData=False
-PrimaryAssetTypesToScan=(PrimaryAssetType="PrimaryAssetLabel",AssetBaseClass=/Script/Engine.PrimaryAssetLabel,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
+PrimaryAssetTypesToScan=(PrimaryAssetType="Map",AssetBaseClass="/Script/Engine.World",bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game/Maps")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
+PrimaryAssetTypesToScan=(PrimaryAssetType="PrimaryAssetLabel",AssetBaseClass="/Script/Engine.PrimaryAssetLabel",bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
+PrimaryAssetTypesToScan=(PrimaryAssetType="CogAbilityDataAsset",AssetBaseClass="/Script/CogAbility.CogAbilityDataAsset",bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=((Path="/Game/Core/Debug/")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=DevelopmentAlwaysCook))
+PrimaryAssetTypesToScan=(PrimaryAssetType="CogEngineDataAsset",AssetBaseClass="/Script/CogEngine.CogEngineDataAsset",bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=((Path="/Game/Core/Debug/")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=DevelopmentAlwaysCook))
+PrimaryAssetTypesToScan=(PrimaryAssetType="CogInputDataAsset",AssetBaseClass="/Script/CogInput.CogInputDataAsset",bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=((Path="/Game/Core/Debug/")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=DevelopmentAlwaysCook))
+PrimaryAssetTypesToScan=(PrimaryAssetType="CogAbilityDataAsset",AssetBaseClass="/Script/CogAbility.CogAbilityDataAsset",bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=((Path="/Game/Core/Debug")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=DevelopmentAlwaysCook))
+PrimaryAssetTypesToScan=(PrimaryAssetType="CogEngineDataAsset",AssetBaseClass="/Script/CogEngine.CogEngineDataAsset",bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=((Path="/Game/Core/Debug")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=DevelopmentAlwaysCook))
+PrimaryAssetTypesToScan=(PrimaryAssetType="CogInputDataAsset",AssetBaseClass="/Script/CogInput.CogInputDataAsset",bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=((Path="/Game/Core/Debug")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=DevelopmentAlwaysCook))
bOnlyCookProductionAssets=False
bShouldManagerDetermineTypeAndName=False
bShouldGuessTypeAndNameInEditor=True
@@ -60,5 +60,5 @@ private:
bool ShowQuery = false;
UPROPERTY()
TWeakObjectPtr<const UCogEngineDataAsset> Asset = nullptr;
TObjectPtr<const UCogEngineDataAsset> Asset = nullptr;
};
@@ -32,5 +32,5 @@ protected:
private:
UPROPERTY()
TWeakObjectPtr<const UCogEngineDataAsset> Asset = nullptr;
TObjectPtr<const UCogEngineDataAsset> Asset = nullptr;
};
@@ -66,5 +66,5 @@ private:
TArray<FGameplayAbilitySpecHandle> OpenedAbilities;
UPROPERTY()
TWeakObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
TObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
};
@@ -54,5 +54,5 @@ private:
ImGuiTextFilter Filter;
UPROPERTY()
TWeakObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
TObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
};
@@ -45,5 +45,5 @@ private:
TArray<FString> AppliedCheats;
UPROPERTY()
TWeakObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
TObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
};
@@ -55,5 +55,5 @@ protected:
ImVec4 GetEffectModifierColor(const FModifierSpec& ModSpec, const FGameplayModifierInfo& ModInfo, float BaseValue) const;
UPROPERTY()
TWeakObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
TObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
};
@@ -29,5 +29,5 @@ protected:
virtual void DrawPool(const UAbilitySystemComponent* AbilitySystemComponent, const FCogAbilityPool& Pool);
UPROPERTY()
TWeakObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
TObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
};
@@ -31,5 +31,5 @@ protected:
private:
UPROPERTY()
TWeakObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
TObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
};
@@ -39,7 +39,7 @@ private:
float RepeatTime = 0.0f;
UPROPERTY()
TWeakObjectPtr<const UCogInputDataAsset> Asset = nullptr;
TObjectPtr<const UCogInputDataAsset> Asset = nullptr;
TArray<FCogInjectActionInfo> Actions;
};
@@ -76,7 +76,7 @@ private:
float RepeatPeriod = 0.5f;
UPROPERTY()
TWeakObjectPtr<const UCogInputDataAsset> Asset;
TObjectPtr<const UCogInputDataAsset> Asset;
TMap<FKey, FCogInjectActionInfo> Actions;
+1
View File
@@ -7,6 +7,7 @@
- CogEngine: More stats in the stats window
- CogEngine: Overlay mode of stats.
- CogEngine: Stat main menu widget could have a tooltip on each stat with a control to change set the emulation (FPS, Ping, Packetloss)
- CogEngine: Add screen settings (fullscreen, borderless, window and resolution)
- CogInput: Add multiple IMC on the input data asset. Maybe propose a current imc