Open 3D Engine AzToolsFramework API Reference 23.10.0
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AzToolsFramework::AssetSystem::JobInfo Struct Reference

This struct is used for responses and requests about Asset Processor Jobs. More...

#include <EditorAssetSystemAPI.h>

Public Member Functions

AZ::u32 GetHash () const
 

Static Public Member Functions

static void Reflect (AZ::ReflectContext *context)
 

Public Attributes

AZStd::string m_sourceFile
 the file from which this job was originally spawned. Is just the relative source file name ("whatever/something.tif", not an absolute path)
 
AZStd::string m_watchFolder
 the watchfolder for the file from which this job was originally spawned.
 
AZStd::string m_platform
 which platform this is for. Will be something like "pc" or "android"
 
AZ::Uuid m_builderGuid = AZ::Uuid::CreateNull()
 The uuid of the builder.
 
AZStd::string m_jobKey
 
AZ::u64 m_jobRunKey = 0
 
JobStatus m_status = JobStatus::Queued
 
AZ::s64 m_firstFailLogTime = 0
 
AZStd::string m_firstFailLogFile
 
AZ::s64 m_lastFailLogTime = 0
 
AZStd::string m_lastFailLogFile
 
AZ::s64 m_lastLogTime = 0
 
AZStd::string m_lastLogFile
 
AZ::s64 m_errorCount = 0
 
AZ::s64 m_warningCount = 0
 
AZ::s64 m_jobID = 0
 

Detailed Description

This struct is used for responses and requests about Asset Processor Jobs.

Member Data Documentation

◆ m_jobKey

AZStd::string AzToolsFramework::AssetSystem::JobInfo::m_jobKey

Job Key is arbitrarily defined by the builder. Used to differentiate between different jobs emitted for the same input file, for the same platform, for the same builder. for example, you might want to split a particularly complicated and time consuming job into multiple sub-jobs. In which case they'd all have the same input file, the same platform, the same builder UUID (since its the UUID of the builder itself) but would have different job keys.


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