UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
AssetData.h File Reference
#include "AssetRegistry/AssetBundleData.h"
#include "AssetRegistry/AssetDataTagMap.h"
#include "AssetRegistry/AssetIdentifier.h"
#include "Containers/Array.h"
#include "Containers/ArrayView.h"
#include "Containers/ContainerAllocationPolicies.h"
#include "Containers/ContainersFwd.h"
#include "Containers/Map.h"
#include "Containers/Set.h"
#include "Containers/SparseArray.h"
#include "Containers/StringFwd.h"
#include "Containers/StringView.h"
#include "Containers/UnrealString.h"
#include "Containers/Utf8String.h"
#include "Containers/VersePathFwd.h"
#include "HAL/PlatformMath.h"
#include "HAL/UnrealMemory.h"
#include "IO/IoChunkId.h"
#include "IO/IoHash.h"
#include "Internationalization/Text.h"
#include "Logging/LogCategory.h"
#include "Logging/LogMacros.h"
#include "Logging/LogVerbosity.h"
#include "Misc/AssertionMacros.h"
#include "Misc/CString.h"
#include "Misc/EnumClassFlags.h"
#include "Misc/Guid.h"
#include "Misc/Optional.h"
#include "Misc/PackageName.h"
#include "Misc/PackagePath.h"
#include "Misc/SecureHash.h"
#include "Misc/StringBuilder.h"
#include "Serialization/Archive.h"
#include "Templates/SharedPointer.h"
#include "Templates/Tuple.h"
#include "Templates/TypeHash.h"
#include "Templates/UniquePtr.h"
#include "Templates/UnrealTemplate.h"
#include "Trace/Detail/Channel.h"
#include "UObject/Class.h"
#include "UObject/LinkerInstancingContext.h"
#include "UObject/NameTypes.h"
#include "UObject/Object.h"
#include "UObject/ObjectMacros.h"
#include "UObject/ObjectRedirector.h"
#include "UObject/ObjectVersion.h"
#include "UObject/Package.h"
#include "UObject/PrimaryAssetId.h"
#include "UObject/SoftObjectPath.h"
#include "UObject/TopLevelAssetPath.h"
#include "UObject/UObjectGlobals.h"
#include "UObject/UnrealNames.h"
#include "AssetData.generated.h"

Go to the source code of this file.

Classes

struct  FAssetRegistryVersion
 
struct  UE::AssetRegistry::Private::FAssetPathParts
 
struct  FAssetData
 
struct  TStructOpsTypeTraits< FAssetData >
 
struct  UE::AssetRegistry::FPackageCustomVersion
 
class  UE::AssetRegistry::FPackageCustomVersionsHandle
 
class  FAssetPackageData
 

Namespaces

namespace  UE
 
namespace  UE::AssetRegistry
 
namespace  UE::AssetRegistry::Private
 

Typedefs

using UE::AssetRegistry::FChunkArrayRegistryHandle = FSetElementId
 

Enumerations

enum class  EResolveClass : uint8 { No , Yes }
 

Functions

COREUOBJECT_API DECLARE_LOG_CATEGORY_EXTERN (LogAssetData, Log, All)
 
FAssetPathParts UE::AssetRegistry::Private::SplitIntoOuterPathAndAssetName (FStringView InObjectPath)
 
void UE::AssetRegistry::Private::ConcatenateOuterPathAndObjectName (FStringBuilderBase &Builder, FName OuterPath, FName ObjectName)
 
 ENUM_CLASS_FLAGS (FAssetData::ECreationFlags)
 

Variables

COREUOBJECT_API const FName GAssetBundleDataName
 

Enumeration Type Documentation

◆ EResolveClass

enum class EResolveClass : uint8
strong

Should we try and resolve the class when you call GetClass on FAssetData? If so then it might potentially load several other assets used by the class (Example: A UBlueprintGeneratedClass, might link in multiple other assets).

Enumerator
No 
Yes 

Function Documentation

◆ DECLARE_LOG_CATEGORY_EXTERN()

COREUOBJECT_API DECLARE_LOG_CATEGORY_EXTERN ( LogAssetData  ,
Log  ,
All   
)

◆ ENUM_CLASS_FLAGS()

ENUM_CLASS_FLAGS ( FAssetData::ECreationFlags  )

Variable Documentation

◆ GAssetBundleDataName

COREUOBJECT_API const FName GAssetBundleDataName
extern