UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
AssetManagerTypes.h File Reference
#include "AssetRegistry/AssetIdentifier.h"
#include "Containers/Array.h"
#include "Containers/Set.h"
#include "Containers/UnrealString.h"
#include "Delegates/Delegate.h"
#include "HAL/Platform.h"
#include "Misc/EnumClassFlags.h"
#include "Misc/Optional.h"
#include "Templates/Tuple.h"
#include "UObject/Class.h"
#include "UObject/Object.h"
#include "UObject/ObjectMacros.h"
#include "UObject/NameTypes.h"
#include "UObject/ObjectPtr.h"
#include "UObject/PrimaryAssetId.h"
#include "UObject/SoftObjectPtr.h"
#include "AssetManagerTypes.generated.h"

Go to the source code of this file.

Classes

struct  FPrimaryAssetRules
 
struct  FPrimaryAssetRulesExplicitOverride
 
struct  FPrimaryAssetTypeInfo
 
struct  FAssetManagerChunkInfo
 
struct  FAssetManagerSearchRules
 
struct  FPrimaryAssetCookRuleUnion
 

Enumerations

enum class  EPrimaryAssetCookRule : uint8 {
  Unknown , NeverCook , ProductionNeverCook , DevelopmentCook =ProductionNeverCook ,
  DevelopmentAlwaysProductionNeverCook , DevelopmentAlwaysCook = DevelopmentAlwaysProductionNeverCook , DevelopmentAlwaysProductionUnknownCook , AlwaysCook
}
 
enum class  EPrimaryAssetProductionLevel { Development = 0 , Production , Count }
 
enum class  EAssetManagerFilter : int32 { Default = 0 , UnloadedOnly = 0x00000001 }
 

Functions

 ENUM_CLASS_FLAGS (EAssetManagerFilter)
 
 DECLARE_DELEGATE_RetVal_TwoParams (bool, FAssetManagerShouldIncludeDelegate, const struct FAssetData &, const struct FAssetManagerSearchRules &)
 

Enumeration Type Documentation

◆ EAssetManagerFilter

enum class EAssetManagerFilter : int32
strong

Filter options that can be use to restrict the types of asset processed in various asset manager functionality

Enumerator
Default 
UnloadedOnly 

◆ EPrimaryAssetCookRule

Rule about when to cook/ship a primary asset

Enumerator
Unknown 

Nothing is known about this asset specifically. It will cook in both Development and Production if something else depends on it.

NeverCook 

Asset should never be cooked/shipped in any situation. An error will be generated if something depends on it.

ProductionNeverCook 

Asset will be cooked in development if something else depends on it, but will never be cooked in a production build.

DevelopmentCook 

Legacy name equivalent to Production Never Cook

DevelopmentAlwaysProductionNeverCook 

Asset will always be cooked in development, but should never be cooked in a production build.

DevelopmentAlwaysCook 

Legacy name equivalent to DevelopmentAlwaysProductionNeverCook

DevelopmentAlwaysProductionUnknownCook 

Asset will always be cooked in development; nothing is known about whether it should cook in Production. It will cook in production if something else depends on it.

AlwaysCook 

Asset will always be cooked, in both production and development.

◆ EPrimaryAssetProductionLevel

The production levels referenced by values of EPrimaryAssetCookRule.

Enumerator
Development 
Production 
Count 

Function Documentation

◆ DECLARE_DELEGATE_RetVal_TwoParams()

DECLARE_DELEGATE_RetVal_TwoParams ( bool  ,
FAssetManagerShouldIncludeDelegate  ,
const struct FAssetData ,
const struct FAssetManagerSearchRules  
)

Delegate that can be used to do extra filtering on asset registry searches. Return true if it should be included

◆ ENUM_CLASS_FLAGS()

ENUM_CLASS_FLAGS ( EAssetManagerFilter  )