Open 3D Engine AzToolsFramework API Reference 23.10.0
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AzToolsFramework::AssetBundleCommands Class Referenceabstract

#include <AssetBundleAPI.h>

Inherits AZ::EBusTraits.

Public Types

using Bus = AZ::EBus< AssetBundleCommands >
 
typedef AZStd::recursive_mutex MutexType
 

Public Member Functions

virtual bool CreateDeltaCatalog (const AZStd::string &sourcePak, bool regenerate)=0
 
virtual bool CreateAssetBundle (const AssetBundleSettings &assetBundleSettings)=0
 
virtual bool CreateAssetBundleFromList (const AssetBundleSettings &assetBundleSettings, const AssetFileInfoList &assetFileInfoList)=0
 

Static Public Attributes

static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single
 
static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::Single
 
static const bool LocklessDispatch = true
 

Detailed Description

AssetBundleCommands This bus handles messages related to modifying asset bundles on disk. These commands are currently implemented as blocking operations.

Member Function Documentation

◆ CreateAssetBundle()

virtual bool AzToolsFramework::AssetBundleCommands::CreateAssetBundle ( const AssetBundleSettings assetBundleSettings)
pure virtual

Creates an Asset Bundle from the given a bundleSettings object. AssetBundleSettings struct will contain all the information related to the bundles, including asset file info list path and output path. Please note that if the size of the bundle exceeds the max size specified than the bundles will get split into multiple bundles and the base bundle manifest will contain information of the rollover bundles.

◆ CreateAssetBundleFromList()

virtual bool AzToolsFramework::AssetBundleCommands::CreateAssetBundleFromList ( const AssetBundleSettings assetBundleSettings,
const AssetFileInfoList assetFileInfoList 
)
pure virtual

Creates an Asset Bundle from the given asset file info list. AssetBundleSettings struct will contain all the information related to the bundles, but asset file info list path will be ignored in favor of the AssetFileInfoList provided. Please note that if the size of the bundle exceeds the max size specified than the bundles will get split into multiple bundles and the base bundle manifest will contain information of the rollover bundles.

◆ CreateDeltaCatalog()

virtual bool AzToolsFramework::AssetBundleCommands::CreateDeltaCatalog ( const AZStd::string &  sourcePak,
bool  regenerate 
)
pure virtual

Create a Delta Asset Catalog for the bundle at the given path based on the currently loaded asset catalog, and inject that catalog into the bundle. By default, it will not regenerate or re-inject a Delta Asset Catalog into a bundle that already has one, unless regenerate is true. Returns true once the bundle contains a Delta Asset Catalog.


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