UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
AssetRegistryImpl.h File Reference
#include "AssetDataGatherer.h"
#include "AssetRegistry/AssetData.h"
#include "AssetRegistry/AssetRegistryState.h"
#include "AssetRegistry/IAssetRegistry.h"
#include "AssetRegistry/PathTree.h"
#include "Containers/RingBuffer.h"
#include "Containers/Map.h"
#include "Containers/Set.h"
#include "HAL/CriticalSection.h"
#include "Math/NumericLimits.h"
#include "Misc/Optional.h"
#include "Misc/TransactionallySafeRWLock.h"
#include "Misc/ScopeRWLock.h"
#include "ModuleDescriptor.h"
#include "PackageDependencyData.h"
#include "Templates/Function.h"
#include "Templates/UniquePtr.h"
#include <atomic>

Go to the source code of this file.

Classes

struct  UE::AssetRegistry::Premade::FAsyncConsumer
 
class  UE::AssetRegistry::FScopedHighPriorityWaitTracker
 
class  UE::AssetRegistry::TRWScopeLockWithPriority< TScopeLockType >
 
class  UE::AssetRegistry::FRWScopeLockWithPriority
 
struct  UE::AssetRegistry::Impl::FClassInheritanceBuffer
 
struct  UE::AssetRegistry::Impl::FInterruptionContext
 
struct  UE::AssetRegistry::Impl::FParsedFilterTagRules
 
struct  UE::AssetRegistry::Impl::FParsedFilterTagRules::FFilterTagsRule
 
struct  UE::AssetRegistry::Impl::FFilterTagRules
 
class  UE::AssetRegistry::FAssetRegistryImpl
 
struct  UE::AssetRegistry::Impl::FEventContext
 
struct  UE::AssetRegistry::Impl::FClassInheritanceContext
 
struct  UE::AssetRegistry::Impl::FScanPathContext
 
struct  UE::AssetRegistry::Impl::FTickContext
 

Namespaces

namespace  UE
 
namespace  UE::AssetRegistry
 
namespace  UE::AssetRegistry::Impl
 
namespace  UE::AssetRegistry::Premade
 
namespace  UE::AssetRegistry::Private
 
namespace  UE::AssetRegistry::DependsNode
 
namespace  UE::AssetRegistry::Utils
 

Macros

#define ASSETREGISTRY_FORCE_PREMADE_REGISTRY_IN_EDITOR   0
 

Typedefs

using UE::AssetRegistry::Private::FInterfaceRWLock = FRWLockWithPriority
 
using UE::AssetRegistry::FInterfaceReadScopeLock = TRWScopeLockWithPriority< UE::TReadScopeLock< Private::FRWLockWithPriority > >
 
using UE::AssetRegistry::FInterfaceWriteScopeLock = TRWScopeLockWithPriority< UE::TWriteScopeLock< Private::FRWLockWithPriority > >
 
using UE::AssetRegistry::FInterfaceRWScopeLock = FRWScopeLockWithPriority
 

Enumerations

enum class  UE::AssetRegistry::Impl::EGatherStatus : uint8 {
  UE::AssetRegistry::Impl::TickActiveGatherActive , UE::AssetRegistry::Impl::TickActiveGatherIdle , UE::AssetRegistry::Impl::TickGameThreadActiveGatherIdle , UE::AssetRegistry::Impl::Complete ,
  UE::AssetRegistry::Impl::UnableToProgress , UE::AssetRegistry::Impl::WaitingForEvents
}
 
enum  UE::AssetRegistry::Impl::EPerformanceMode : uint8 { UE::AssetRegistry::Impl::BulkLoading , UE::AssetRegistry::Impl::MostlyStatic }
 
enum class  UE::AssetRegistry::EDeferFlag { UE::AssetRegistry::CanExecuteGameThread , UE::AssetRegistry::RetryLater , UE::AssetRegistry::QueueToGameThread , UE::AssetRegistry::BypassNow }
 
enum class  UE::AssetRegistry::Utils::EFilterMode : uint8 { UE::AssetRegistry::Utils::Inclusive , UE::AssetRegistry::Utils::Exclusive }
 

Functions

FORCEINLINE bool IsTickActive (UE::AssetRegistry::Impl::EGatherStatus Status)
 
bool UE::AssetRegistry::Utils::IsFilterValid (const FARCompiledFilter &Filter)
 
bool UE::AssetRegistry::Utils::RunAssetThroughFilter (const FAssetData &AssetData, const FARCompiledFilter &Filter, const EFilterMode FilterMode)
 
bool UE::AssetRegistry::Utils::RunAssetThroughFilter_Unchecked (const FAssetData &AssetData, const FARCompiledFilter &Filter, const bool bPassFilterValue)
 
void UE::AssetRegistry::Utils::RunAssetsThroughFilter (TArray< FAssetData > &AssetDataList, const FARCompiledFilter &CompiledFilter, const EFilterMode FilterMode)
 
void UE::AssetRegistry::Utils::InitializeSerializationOptionsFromIni (FAssetRegistrySerializationOptions &Options, Impl::FFilterTagRules *OutRules, const ITargetPlatform *TargetPlatform, UE::AssetRegistry::ESerializationTarget Target, bool bSuppressWarnings)
 
bool UE::AssetRegistry::Utils::HasEngineModuleLoaded ()
 
void UE::AssetRegistry::Utils::UpdateSerializationOptions (FAssetRegistrySerializationOptions &InOutOptions, Impl::FFilterTagRules &InOutFilterRules, bool bSuppressWarnings)
 
TMap< FName, Impl::FParsedFilterTagRulesUE::AssetRegistry::Utils::ParseFilterTags (const TArray< FString > &FilterListItems, bool bIsFilteringDevelopmentAR, bool bUseAllowListInsteadOfDenyList)
 
TMap< FTopLevelAssetPath, TSet< FName > > UE::AssetRegistry::Utils::ResolveFilterTags (Impl::FFilterTagRules &InOutRules, bool bSuppressWarnings)
 
EAssetAvailability::Type UE::AssetRegistry::Utils::GetAssetAvailability (const FAssetData &AssetData)
 
float UE::AssetRegistry::Utils::GetAssetAvailabilityProgress (const FAssetData &AssetData, EAssetAvailabilityProgressReportingType::Type ReportType)
 
bool UE::AssetRegistry::Utils::GetAssetAvailabilityProgressTypeSupported (EAssetAvailabilityProgressReportingType::Type ReportType)
 
void UE::AssetRegistry::Utils::PrioritizeAssetInstall (const FAssetData &AssetData)
 
bool UE::AssetRegistry::Utils::ReadAssetFile (FPackageReader &PackageReader, IAssetRegistry::FLoadPackageRegistryData &InOutData)
 
void UE::AssetRegistry::Utils::InitializeMountPoints (TOptional< TSet< FString > > &MountPoints)
 
bool UE::AssetRegistry::Utils::IsPathMounted (const FString &Path, const TSet< FString > &MountPointsNoTrailingSlashes, FString &StringBuffer)
 
void UE::AssetRegistry::Utils::EnumerateAllMemoryAssets (TSet< FName > &OutPackageNamesWithAssets, bool &bOutStopIteration, TFunctionRef< bool(FAssetData &&)> Callback)
 
void UE::AssetRegistry::Utils::EnumerateMemoryAssetsHelper (const FARCompiledFilter &InFilter, TSet< FName > &OutPackageNamesWithAssets, bool &bOutStopIteration, TFunctionRef< bool(const UObject *Object, FAssetData &&PartialAssetData)> Callback, bool bSkipARFilteredAssets)
 
void UE::AssetRegistry::Utils::EnumerateMemoryAssets (const FARCompiledFilter &InFilter, TSet< FName > &OutPackageNamesWithAssets, bool &bOutStopIteration, UE::AssetRegistry::Private::FInterfaceRWLock &InterfaceLock, const FAssetRegistryState &GuardedDataState, TFunctionRef< bool(FAssetData &&)> Callback, bool bSkipARFilteredAssets)
 
FString UE::AssetRegistry::CreateStandardFilename (const FString &InPath)
 

Macro Definition Documentation

◆ ASSETREGISTRY_FORCE_PREMADE_REGISTRY_IN_EDITOR

#define ASSETREGISTRY_FORCE_PREMADE_REGISTRY_IN_EDITOR   0

Function Documentation

◆ IsTickActive()

Returns true if ANY work remains to be done. This work might require the game thread.