/* * Copyright (c) <2017> Side Effects Software Inc. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * */ #pragma once #include "HoudiniApi.h" #include "CoreMinimal.h" #include "Misc/Guid.h" #include "UObject/WeakObjectPtr.h" namespace EHoudiniEngineTaskType { enum Type { None, /** This type corresponds to Houdini asset instantiation (without cooking). **/ AssetInstantiation, /** This type corresponds to Houdini asset cooking request. **/ AssetCooking, /** This type is used for asynchronous asset deletion. **/ AssetDeletion }; } struct HOUDINIENGINERUNTIME_API FHoudiniEngineTask { /** Constructors. **/ FHoudiniEngineTask(); FHoudiniEngineTask( EHoudiniEngineTaskType::Type InTaskType, FGuid InHapiGUID ); /** GUID of this request. **/ FGuid HapiGUID; /** Type of this task. **/ EHoudiniEngineTaskType::Type TaskType; /** Houdini asset for instantiation. **/ TWeakObjectPtr< class UHoudiniAsset > Asset; /** Name of the actor requesting this task. **/ FString ActorName; /** Asset Id. **/ HAPI_NodeId AssetId; /** Library Id. **/ HAPI_AssetLibraryId AssetLibraryId; /** HAPI name of the asset. **/ int32 AssetHapiName; /** Is set to true if component has been loaded. **/ bool bLoadedComponent; };