Open 3D Engine AzFramework API Reference 23.10.0
O3DE is an open-source, fully-featured, high-fidelity, modular 3D engine for building games and simulations, available to every industry.
AzFramework::SpawnableAssetEvents Class Referenceabstract

Inherits AZ::EBusTraits.

Public Types

using MutexType = AZStd::recursive_mutex
 

Public Member Functions

virtual void OnResolveAliases (Spawnable::EntityAliasVisitor &aliases, const SpawnableMetaData &metadata, const Spawnable::EntityList &entities)=0
 

Member Function Documentation

◆ OnResolveAliases()

virtual void AzFramework::SpawnableAssetEvents::OnResolveAliases ( Spawnable::EntityAliasVisitor aliases,
const SpawnableMetaData metadata,
const Spawnable::EntityList &  entities 
)
pure virtual

Callback to allow the entity aliases in a spawnable to be adjusted based on runtime requirements. This will be called by the Asset Manager as part of the creation of the spawnable asset from loaded file data. Any work done in this callback will be counted towards the maximum amount of time allocated to asset handlers to construct their assets, it's recommended to keep work done in this callback to a minimum and prefer delaying any complex processing.

ALERT: Do not start blocking asset requests in this callback. Since this is part of the Asset Manager's asset streaming, doing a blocking load in this callback will cause the job processing the spawnable asset to locked out of doing any asset streaming work. If there are more spawnables doing this than there are job threads available the engine will enter a deadlock situation as no more assets can complete loading and no job threads become free as they're all waiting for assets to complete. It is however safe to queue an asset for loading.


The documentation for this class was generated from the following file: