6#include "Containers/Array.h"
7#include "Containers/Set.h"
12#include "Misc/Optional.h"
22#include "AssetManagerTypes.generated.h"
75 UPROPERTY(EditAnywhere, Category = Rules, meta = (DisplayName = "Chunk ID"))
80 bool bApplyRecursively;
94 && bApplyRecursively ==
Other.bApplyRecursively
95 && ChunkId ==
Other.ChunkId
96 && CookRule ==
Other.CookRule;
136 UPROPERTY(EditAnywhere, Category = AssetType)
143 UPROPERTY(EditAnywhere, Category = AssetType, meta = (AllowAbstract))
152 UPROPERTY(EditAnywhere, Category = AssetType)
153 bool bHasBlueprintClasses;
161 UPROPERTY(EditAnywhere, Category = AssetType)
168 UPROPERTY(EditAnywhere, Category = AssetType, meta = (RelativeToGameContentDir, LongPackageName))
172 UPROPERTY(EditAnywhere, Category = AssetType)
177 UPROPERTY(EditAnywhere, Category = Rules, meta = (ShowOnlyInnerProperties))
186 bool bIsDynamicAsset;
208 , bIsDynamicAsset(
false)
216 return AssetBaseClass;
222 if (
ensure(CanModifyConfigData()))
237 ensure(CanModifyConfigData());
244 return SpecificAssets;
250 ensure(CanModifyConfigData());
251 return SpecificAssets;
324 bool bSkipVirtualPathExpansion =
false;
328 bool bSkipManagerIncludeCheck =
false;
377 struct FAssignmentInfo
#define ensure( InExpression)
Definition AssertionMacros.h:464
EPrimaryAssetCookRule
Definition AssetManagerTypes.h:29
@ DevelopmentAlwaysProductionNeverCook
@ DevelopmentAlwaysProductionUnknownCook
EPrimaryAssetProductionLevel
Definition AssetManagerTypes.h:58
EAssetManagerFilter
Definition AssetManagerTypes.h:279
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
#define DECLARE_DELEGATE_RetVal_TwoParams(ReturnValueType, DelegateName, Param1Type, Param2Type)
Definition DelegateCombinations.h:63
#define ENUM_CLASS_FLAGS(Enum)
Definition EnumClassFlags.h:6
return true
Definition ExternalRpcRegistry.cpp:601
void SerializeForLog(FCbWriter &Writer, const FIoStatus &Status)
Definition IoStatus.cpp:107
#define UPROPERTY(...)
UObject definition macros.
Definition ObjectMacros.h:744
#define GENERATED_BODY(...)
Definition ObjectMacros.h:765
#define UENUM(...)
Definition ObjectMacros.h:749
#define USTRUCT(...)
Definition ObjectMacros.h:746
UClass * StaticClass()
Definition ReflectedTypeAccessors.h:13
UE_INTRINSIC_CAST UE_REWRITE constexpr std::remove_reference_t< T > && MoveTemp(T &&Obj) noexcept
Definition UnrealTemplate.h:520
Definition CompactBinaryWriter.h:68
Definition NameTypes.h:617
Definition SoftObjectPtr.h:763
@ false
Definition radaudio_common.h:23
Definition AssetData.h:162
Definition AssetManagerTypes.h:269
TSet< FAssetIdentifier > AllAssets
Definition AssetManagerTypes.h:274
TSet< FAssetIdentifier > ExplicitAssets
Definition AssetManagerTypes.h:271
Definition AssetManagerTypes.h:295
Definition SoftObjectPath.h:767
Definition AssetManagerTypes.h:339
ENGINE_API EPrimaryAssetCookRule GetRule(TOptional< TTuple< FPrimaryAssetId, FPrimaryAssetId > > *OutConflictIds)
ENGINE_API void UnionWith(EPrimaryAssetCookRule CookRule, bool bDirectReference, const FPrimaryAssetId &Id, int32 Priority)
Definition PrimaryAssetId.h:126
Definition AssetManagerTypes.h:111
ENGINE_API void OverrideRulesExplicitly(FPrimaryAssetRules &RulesToOverride) const
Definition AssetManagerTypes.cpp:138
uint8 bOverrideCookRule
Definition AssetManagerTypes.h:116
FPrimaryAssetRulesExplicitOverride()
Definition AssetManagerTypes.h:118
FPrimaryAssetRules Rules
Definition AssetManagerTypes.h:112
uint8 bOverrideApplyRecursively
Definition AssetManagerTypes.h:114
bool HasAnyOverride() const
Definition AssetManagerTypes.h:123
uint8 bOverrideChunkId
Definition AssetManagerTypes.h:115
uint8 bOverridePriority
Definition AssetManagerTypes.h:113
Definition AssetManagerTypes.h:67
bool operator==(const FPrimaryAssetRules &Other) const
Definition AssetManagerTypes.h:91
Definition AssetManagerTypes.h:132
FPrimaryAssetTypeInfo(FName InPrimaryAssetType, UClass *InAssetBaseClass, bool bInHasBlueprintClasses, bool bInIsEditorOnly, TArray< FDirectoryPath > &&InDirectories, TArray< FSoftObjectPath > &&InSpecificAssets)
Definition AssetManagerTypes.h:200
TArray< FDirectoryPath > & GetDirectories()
Definition AssetManagerTypes.h:235
const TArray< FSoftObjectPath > & GetSpecificAssets() const
Definition AssetManagerTypes.h:242
void SetAssetBaseClass(const TSoftClassPtr< UObject > &InAssetBaseClass)
Definition AssetManagerTypes.h:220
FPrimaryAssetTypeInfo(FName InPrimaryAssetType, UClass *InAssetBaseClass, bool bInHasBlueprintClasses, bool bInIsEditorOnly)
Definition AssetManagerTypes.h:195
TArray< FSoftObjectPath > & GetSpecificAssets()
Definition AssetManagerTypes.h:248
const TArray< FDirectoryPath > & GetDirectories() const
Definition AssetManagerTypes.h:229
const TSoftClassPtr< UObject > & GetAssetBaseClass() const
Definition AssetManagerTypes.h:214
Definition SoftObjectPath.h:56
Definition ObjectPtr.h:488
Definition Optional.h:131