UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
IAssetRegistry Class Referenceabstract

#include <IAssetRegistry.h>

+ Inheritance diagram for IAssetRegistry:

Classes

struct  FFileLoadProgressUpdateData
 
struct  FLoadPackageRegistryData
 
struct  FPauseBackgroundProcessingScope
 

Public Types

typedef TFunctionRef< bool(const FAssetData *AssetData)> FAssetDataFunc
 
typedef TFunctionRef< bool(FAssetDataFunc AssetCallback)> FEnumerateAssetDatasFunc
 
typedef TFunction< EAssetSetManagerResult::Type(const FAssetIdentifier &Manager, const FAssetIdentifier &Source, const FAssetIdentifier &Target, UE::AssetRegistry::EDependencyCategory Category, UE::AssetRegistry::EDependencyProperty Properties, EAssetSetManagerFlags::Type Flags)> ShouldSetManagerPredicate
 

Public Member Functions

virtual bool HasAssets (const FName PackagePath, const bool bRecursive=false) const =0
 
virtual bool GetAssetsByPackageName (FName PackageName, TArray< FAssetData > &OutAssetData, bool bIncludeOnlyOnDiskAssets=false, bool bSkipARFilteredAssets=true) const =0
 
virtual bool GetAssetsByPath (FName PackagePath, TArray< FAssetData > &OutAssetData, bool bRecursive=false, bool bIncludeOnlyOnDiskAssets=false) const =0
 
virtual bool GetAssetsByPaths (TArray< FName > PackagePaths, TArray< FAssetData > &OutAssetData, bool bRecursive=false, bool bIncludeOnlyOnDiskAssets=false) const =0
 
virtual bool GetAssetsByClass (FTopLevelAssetPath ClassPathName, TArray< FAssetData > &OutAssetData, bool bSearchSubClasses=false) const =0
 
virtual bool GetAssetsByTags (const TArray< FName > &AssetTags, TArray< FAssetData > &OutAssetData) const =0
 
virtual bool GetAssetsByTagValues (const TMultiMap< FName, FString > &AssetTagsAndValues, TArray< FAssetData > &OutAssetData) const =0
 
virtual bool GetAssets (const FARFilter &Filter, TArray< FAssetData > &OutAssetData, bool bSkipARFilteredAssets=true) const =0
 
virtual bool GetAssets (const FARCompiledFilter &Filter, TArray< FAssetData > &OutAssetData, bool bSkipARFilteredAssets=true) const =0
 
virtual bool GetInMemoryAssets (const FARFilter &Filter, TArray< FAssetData > &OutAssetData, bool bSkipARFilteredAssets=true) const =0
 
virtual bool GetInMemoryAssets (const FARCompiledFilter &Filter, TArray< FAssetData > &OutAssetData, bool bSkipARFilteredAssets=true) const =0
 
virtual bool EnumerateAssets (const FARFilter &Filter, TFunctionRef< bool(const FAssetData &)> Callback, UE::AssetRegistry::EEnumerateAssetsFlags InEnumerateFlags=UE::AssetRegistry::EEnumerateAssetsFlags::None) const =0
 
virtual bool EnumerateAssets (const FARCompiledFilter &Filter, TFunctionRef< bool(const FAssetData &)> Callback, UE::AssetRegistry::EEnumerateAssetsFlags InEnumerateFlags=UE::AssetRegistry::EEnumerateAssetsFlags::None) const =0
 
virtual FAssetData GetAssetByObjectPath (const FName ObjectPath, bool bIncludeOnlyOnDiskAssets=false) const =0
 
virtual ASSETREGISTRY_API FAssetData K2_GetAssetByObjectPath (const FSoftObjectPath &ObjectPath, bool bIncludeOnlyOnDiskAssets=false, bool bSkipARFilteredAssets=true) const
 
virtual FAssetData GetAssetByObjectPath (const FSoftObjectPath &ObjectPath, bool bIncludeOnlyOnDiskAssets=false, bool bSkipARFilteredAssets=true) const =0
 
virtual UE::AssetRegistry::EExists TryGetAssetByObjectPath (const FSoftObjectPath &ObjectPath, FAssetData &OutAssetData) const =0
 
virtual UE::AssetRegistry::EExists TryGetAssetPackageData (FName PackageName, FAssetPackageData &OutAssetPackageData) const =0
 
virtual UE::AssetRegistry::EExists TryGetAssetPackageData (FName PackageName, FAssetPackageData &OutAssetPackageData, FName &OutCorrectCasePackageName) const =0
 
virtual bool GetAllAssets (TArray< FAssetData > &OutAssetData, bool bIncludeOnlyOnDiskAssets=false) const =0
 
virtual bool EnumerateAllAssets (TFunctionRef< bool(const FAssetData &)> Callback, UE::AssetRegistry::EEnumerateAssetsFlags InEnumerateFlags=UE::AssetRegistry::EEnumerateAssetsFlags::None) const =0
 
virtual void GetPackagesByName (FStringView PackageName, TArray< FName > &OutPackageNames) const =0
 
virtual FName GetFirstPackageByName (FStringView PackageName) const =0
 
virtual bool GetDependencies (const FAssetIdentifier &AssetIdentifier, TArray< FAssetIdentifier > &OutDependencies, UE::AssetRegistry::EDependencyCategory Category=UE::AssetRegistry::EDependencyCategory::All, const UE::AssetRegistry::FDependencyQuery &Flags=UE::AssetRegistry::FDependencyQuery()) const =0
 
virtual bool GetDependencies (const FAssetIdentifier &AssetIdentifier, TArray< FAssetDependency > &OutDependencies, UE::AssetRegistry::EDependencyCategory Category=UE::AssetRegistry::EDependencyCategory::All, const UE::AssetRegistry::FDependencyQuery &Flags=UE::AssetRegistry::FDependencyQuery()) const =0
 
virtual bool GetDependencies (FName PackageName, TArray< FName > &OutDependencies, UE::AssetRegistry::EDependencyCategory Category=UE::AssetRegistry::EDependencyCategory::Package, const UE::AssetRegistry::FDependencyQuery &Flags=UE::AssetRegistry::FDependencyQuery()) const =0
 
virtual bool ContainsDependency (FName PackageName, FName QueryDependencyName, UE::AssetRegistry::EDependencyCategory Category=UE::AssetRegistry::EDependencyCategory::Package, const UE::AssetRegistry::FDependencyQuery &Flags=UE::AssetRegistry::FDependencyQuery()) const =0
 
 UFUNCTION (BlueprintCallable, BlueprintPure=false, Category="AssetRegistry", meta=(DisplayName="Get Dependencies", ScriptName="GetDependencies")) virtual bool K2_GetDependencies(FName PackageName
 
virtual bool GetReferencers (const FAssetIdentifier &AssetIdentifier, TArray< FAssetIdentifier > &OutReferencers, UE::AssetRegistry::EDependencyCategory Category=UE::AssetRegistry::EDependencyCategory::All, const UE::AssetRegistry::FDependencyQuery &Flags=UE::AssetRegistry::FDependencyQuery()) const =0
 
virtual bool GetReferencers (const FAssetIdentifier &AssetIdentifier, TArray< FAssetDependency > &OutReferencers, UE::AssetRegistry::EDependencyCategory Category=UE::AssetRegistry::EDependencyCategory::All, const UE::AssetRegistry::FDependencyQuery &Flags=UE::AssetRegistry::FDependencyQuery()) const =0
 
virtual bool GetReferencers (FName PackageName, TArray< FName > &OutReferencers, UE::AssetRegistry::EDependencyCategory Category=UE::AssetRegistry::EDependencyCategory::Package, const UE::AssetRegistry::FDependencyQuery &Flags=UE::AssetRegistry::FDependencyQuery()) const =0
 
 UFUNCTION (BlueprintCallable, BlueprintPure=false, Category="AssetRegistry", meta=(DisplayName="Get Referencers", ScriptName="GetReferencers")) virtual bool K2_GetReferencers(FName PackageName
 
virtual TOptional< FAssetPackageDataGetAssetPackageDataCopy (FName PackageName) const =0
 
virtual TArray< TOptional< FAssetPackageData > > GetAssetPackageDatasCopy (TArrayView< FName > PackageNames) const =0
 
virtual void EnumerateAllPackages (TFunctionRef< void(FName PackageName, const FAssetPackageData &PackageData)> Callback, UE::AssetRegistry::EEnumeratePackagesFlags InEnumerateFlags=UE::AssetRegistry::EEnumeratePackagesFlags::None) const =0
 
virtual bool DoesPackageExistOnDisk (FName PackageName, FString *OutCorrectCasePackageName=nullptr, FString *OutExtension=nullptr) const =0
 
virtual FSoftObjectPath GetRedirectedObjectPath (const FSoftObjectPath &ObjectPath)=0
 
 UFUNCTION (BlueprintCallable, BlueprintPure=false, Category="AssetRegistry", meta=(DisplayName="GetAncestorClassNames", ScriptName="GetAncestorClassNames")) virtual bool GetAncestorClassNames(FTopLevelAssetPath ClassPathName
 
 UFUNCTION (BlueprintCallable, BlueprintPure=false, Category="AssetRegistry", meta=(DisplayName="GetDerivedClassNames", ScriptName="GetDerivedClassNames")) virtual void GetDerivedClassNames(const TArray< FTopLevelAssetPath > &ClassNames
 
virtual void GetAllCachedPaths (TArray< FString > &OutPathList) const =0
 
virtual void EnumerateAllCachedPaths (TFunctionRef< bool(FString)> Callback) const =0
 
virtual void EnumerateAllCachedPaths (TFunctionRef< bool(FName)> Callback) const =0
 
virtual void GetSubPaths (const FString &InBasePath, TArray< FString > &OutPathList, bool bInRecurse) const =0
 
virtual void GetSubPaths (const FName &InBasePath, TArray< FName > &OutPathList, bool bInRecurse) const =0
 
virtual void EnumerateSubPaths (const FString &InBasePath, TFunctionRef< bool(FString)> Callback, bool bInRecurse) const =0
 
virtual void EnumerateSubPaths (const FName InBasePath, TFunctionRef< bool(FName)> Callback, bool bInRecurse) const =0
 
virtual void RunAssetsThroughFilter (UPARAM(ref) TArray< FAssetData > &AssetDataList, const FARFilter &Filter) const =0
 
virtual void UseFilterToExcludeAssets (UPARAM(ref) TArray< FAssetData > &AssetDataList, const FARFilter &Filter) const =0
 
virtual void UseFilterToExcludeAssets (TArray< FAssetData > &AssetDataList, const FARCompiledFilter &CompiledFilter) const =0
 
virtual bool IsAssetIncludedByFilter (const FAssetData &AssetData, const FARCompiledFilter &Filter) const =0
 
virtual bool IsAssetExcludedByFilter (const FAssetData &AssetData, const FARCompiledFilter &Filter) const =0
 
virtual void CompileFilter (const FARFilter &InFilter, FARCompiledFilter &OutCompiledFilter) const =0
 
virtual void SetTemporaryCachingMode (bool bEnable)=0
 
virtual void SetTemporaryCachingModeInvalidated ()=0
 
virtual bool GetTemporaryCachingMode () const =0
 
virtual EAssetAvailability::Type GetAssetAvailability (const FAssetData &AssetData) const =0
 
virtual float GetAssetAvailabilityProgress (const FAssetData &AssetData, EAssetAvailabilityProgressReportingType::Type ReportType) const =0
 
virtual bool GetAssetAvailabilityProgressTypeSupported (EAssetAvailabilityProgressReportingType::Type ReportType) const =0
 
virtual void PrioritizeAssetInstall (const FAssetData &AssetData) const =0
 
virtual bool HasVerseFiles (FName PackagePath, bool bRecursive=false) const =0
 
virtual bool GetVerseFilesByPath (FName PackagePath, TArray< FName > &OutFilePaths, bool bRecursive=false) const =0
 
virtual bool AddPath (const FString &PathToAdd)=0
 
virtual bool RemovePath (const FString &PathToRemove)=0
 
virtual bool PathExists (const FString &PathToTest) const =0
 
virtual bool PathExists (const FName PathToTest) const =0
 
virtual void ScanPathsSynchronous (const TArray< FString > &InPaths, bool bForceRescan=false, bool bIgnoreDenyListScanFilters=false)=0
 
virtual void ScanFilesSynchronous (const TArray< FString > &InFilePaths, bool bForceRescan=false)=0
 
virtual void ScanSynchronous (const TArray< FString > &InPaths, const TArray< FString > &InFilePaths, UE::AssetRegistry::EScanFlags InScanFlags=UE::AssetRegistry::EScanFlags::None)=0
 
virtual void SearchAllAssets (bool bSynchronousSearch)=0
 
virtual bool IsSearchAllAssets () const =0
 
virtual bool IsSearchAsync () const =0
 
virtual void WaitForCompletion ()=0
 
virtual void WaitForPremadeAssetRegistry ()=0
 
virtual void ClearGathererCache ()=0
 
virtual void WaitForPackage (const FString &PackageName)=0
 
virtual void PrioritizeSearchPath (const FString &PathToPrioritize)=0
 
virtual void ScanModifiedAssetFiles (const TArray< FString > &InFilePaths)=0
 
virtual void ScanModifiedAssetFiles (const TArray< FString > &InFilePaths, UE::AssetRegistry::EScanFlags ScanFlags)=0
 
 DECLARE_EVENT_OneParam (IAssetRegistry, FFilesBlockedEvent, const TArray< FString > &)
 
virtual FFilesBlockedEventOnFilesBlocked ()=0
 
 DECLARE_TS_MULTICAST_DELEGATE_OneParam (FPathsEvent, TConstArrayView< FStringView >)
 
 DECLARE_TS_MULTICAST_DELEGATE_OneParam (FPathAddedEvent, const FString &)
 
 DECLARE_EVENT_OneParam (IAssetRegistry, FPathRemovedEvent, const FString &)
 
virtual FPathsEventOnPathsAdded ()=0
 
virtual FPathsEventOnPathsRemoved ()=0
 
virtual FPathAddedEventOnPathAdded ()=0
 
virtual FPathRemovedEventOnPathRemoved ()=0
 
virtual void AssetCreated (UObject *NewAsset)=0
 
virtual void AssetDeleted (UObject *DeletedAsset)=0
 
virtual void AssetRenamed (const UObject *RenamedAsset, const FString &OldObjectPath)=0
 
virtual void AssetsSaved (TArray< FAssetData > &&Assets)=0
 
virtual void AssetUpdateTags (UObject *Object, EAssetRegistryTagsCaller Caller)=0
 
virtual bool VerseCreated (const FString &FilePathOnDisk)=0
 
virtual bool VerseDeleted (const FString &FilePathOnDisk)=0
 
virtual void PackageDeleted (UPackage *DeletedPackage)=0
 
virtual void AssetTagsFinalized (const UObject &FinalizedAsset)=0
 
 DECLARE_TS_MULTICAST_DELEGATE_OneParam (FAssetsEvent, TConstArrayView< FAssetData >)
 
 DECLARE_TS_MULTICAST_DELEGATE_ThreeParams (FAssetCollisionEvent, FAssetData &, FAssetData &, FAssetData *&)
 
virtual FAssetCollisionEventOnAssetCollision_Private ()=0
 
 DECLARE_TS_MULTICAST_DELEGATE_OneParam (FAssetAddedEvent, const FAssetData &)
 
virtual FAssetAddedEventOnAssetAdded ()=0
 
virtual FAssetsEventOnAssetsAdded ()=0
 
 DECLARE_TS_MULTICAST_DELEGATE_OneParam (FAssetRemovedEvent, const FAssetData &)
 
virtual FAssetRemovedEventOnAssetRemoved ()=0
 
virtual FAssetsEventOnAssetsRemoved ()=0
 
 DECLARE_TS_MULTICAST_DELEGATE_TwoParams (FAssetRenamedEvent, const FAssetData &, const FString &)
 
virtual FAssetRenamedEventOnAssetRenamed ()=0
 
 DECLARE_TS_MULTICAST_DELEGATE_OneParam (FAssetUpdatedEvent, const FAssetData &)
 
virtual FAssetUpdatedEventOnAssetUpdated ()=0
 
virtual FAssetsEventOnAssetsUpdated ()=0
 
virtual FAssetUpdatedEventOnAssetUpdatedOnDisk ()=0
 
virtual FAssetsEventOnAssetsUpdatedOnDisk ()=0
 
 DECLARE_TS_MULTICAST_DELEGATE_OneParam (FInMemoryAssetCreatedEvent, UObject *)
 
virtual FInMemoryAssetCreatedEventOnInMemoryAssetCreated ()=0
 
 DECLARE_TS_MULTICAST_DELEGATE_OneParam (FInMemoryAssetDeletedEvent, UObject *)
 
virtual FInMemoryAssetDeletedEventOnInMemoryAssetDeleted ()=0
 
 DECLARE_TS_MULTICAST_DELEGATE_OneParam (FVerseAddedEvent, const FName)
 
virtual FVerseAddedEventOnVerseAdded ()=0
 
 DECLARE_TS_MULTICAST_DELEGATE_OneParam (FVerseRemovedEvent, const FName)
 
virtual FVerseRemovedEventOnVerseRemoved ()=0
 
 DECLARE_TS_MULTICAST_DELEGATE (FFilesLoadedEvent)
 
virtual FFilesLoadedEventOnFilesLoaded ()=0
 
 DECLARE_TS_MULTICAST_DELEGATE (FScanStartedEvent)
 
virtual FScanStartedEventOnScanStarted ()=0
 
 DECLARE_TS_MULTICAST_DELEGATE (FScanEndedEvent)
 
virtual FScanEndedEventOnScanEnded ()=0
 
 DECLARE_TS_MULTICAST_DELEGATE (FKnownGathersCompleteEvent)
 
virtual FKnownGathersCompleteEventOnKnownGathersComplete ()=0
 
 DECLARE_TS_MULTICAST_DELEGATE_OneParam (FFileLoadProgressUpdatedEvent, const FFileLoadProgressUpdateData &)
 
virtual FFileLoadProgressUpdatedEventOnFileLoadProgressUpdated ()=0
 
virtual bool IsLoadingAssets () const =0
 
virtual bool IsGathering () const =0
 
virtual bool HasSerializedDiscoveryCache () const =0
 
virtual bool ShouldUpdateDiskCacheAfterLoad () const =0
 
virtual void Tick (float DeltaTime)=0
 
virtual void Serialize (FArchive &Ar)=0
 
virtual void Serialize (FStructuredArchive::FRecord Record)=0
 
virtual void AppendState (const FAssetRegistryState &InState, UE::AssetRegistry::EAppendMode AppendMode=UE::AssetRegistry::EAppendMode::Append)=0
 
virtual SIZE_T GetAllocatedSize (bool bLogDetailed=false) const =0
 
virtual void InitializeTemporaryAssetRegistryState (FAssetRegistryState &OutState, const FAssetRegistrySerializationOptions &Options, bool bRefreshExisting=false, const TSet< FName > &RequiredPackages=TSet< FName >(), const TSet< FName > &RemovePackages=TSet< FName >()) const =0
 
virtual void DumpState (const TArray< FString > &Arguments, TArray< FString > &OutPages, int32 LinesPerPage=1) const =0
 
virtual TSet< FNameGetCachedEmptyPackagesCopy () const =0
 
virtual bool ContainsTag (FName TagName) const =0
 
virtual ASSETREGISTRY_API void InitializeSerializationOptions (FAssetRegistrySerializationOptions &Options, const FString &PlatformIniName, UE::AssetRegistry::ESerializationTarget Target) const
 
virtual void InitializeSerializationOptions (FAssetRegistrySerializationOptions &Options, const ITargetPlatform *TargetPlatform=nullptr, UE::AssetRegistry::ESerializationTarget Target=UE::AssetRegistry::ESerializationTarget::ForGame) const =0
 
virtual void LoadPackageRegistryData (FArchive &Ar, FLoadPackageRegistryData &InOutData) const =0
 
virtual void LoadPackageRegistryData (const FString &PackageFilename, FLoadPackageRegistryData &InOutData) const =0
 
virtual void ReadLockEnumerateAllTagToAssetDatas (TFunctionRef< bool(FName TagName, FEnumerateAssetDatasFunc EnumerateAssets)> Callback) const =0
 
virtual bool IsPathBeautificationNeeded (const FString &InAssetPath) const =0
 
 DECLARE_TS_MULTICAST_DELEGATE_TwoParams (FEnumerateAssetsEvent, const FARCompiledFilter &, UE::AssetRegistry::EEnumerateAssetsFlags) virtual FEnumerateAssetsEvent &OnEnumerateAssetsEvent()=0
 

Static Public Member Functions

static IAssetRegistryGet ()
 
static IAssetRegistryGetChecked ()
 

Public Attributes

const FAssetRegistryDependencyOptionsDependencyOptions
 
const FAssetRegistryDependencyOptions TArray< FName > &OutDependencies const
 
const FAssetRegistryDependencyOptionsReferenceOptions
 
const FAssetRegistryDependencyOptions TArray< FName > &OutReferencers const
 
TArray< FTopLevelAssetPath > &OutAncestorClassNames const = 0
 
const TSet< FTopLevelAssetPath > & ExcludedClassNames
 
const TSet< FTopLevelAssetPath > TSet< FTopLevelAssetPath > &OutDerivedClassNames const = 0
 

Protected Member Functions

virtual void RequestPauseBackgroundProcessing ()
 
virtual void RequestResumeBackgroundProcessing ()
 
virtual void SetManageReferences (const TMultiMap< FAssetIdentifier, FAssetIdentifier > &ManagerMap, bool bClearExisting, UE::AssetRegistry::EDependencyCategory RecurseType, TSet< FDependsNode * > &ExistingManagedNodes, ShouldSetManagerPredicate ShouldSetManager=nullptr)=0
 
virtual void SetManageReferences (UE::AssetRegistry::FSetManageReferencesContext &Context)=0
 
virtual bool SetPrimaryAssetIdForObjectPath (const FSoftObjectPath &ObjectPath, FPrimaryAssetId PrimaryAssetId)=0
 

Friends

class UAssetManager
 

Detailed Description

Global singleton interface for accessing a catalog of all packages (and some other content file types) that are stored in any mounted directory. In editor this information is gathered from the package files on disk during a gather step at editor startup. In cooked runtimes this information was calculated during cook and is serialized out of a single file (after pruning information not necessary at runtime.)

Some API notes:

bIncludeOnlyOnDiskAssets Most query functions that return FAssetData take this argument. If true, only data collected from disk and stored in the AssetRegistry will be returned. If false, and the object is loaded in memory, the returned AssetData will be calculated from the object in memory because the InMemoryData is more likely to be up-to-date. The InMemory data will sometimes vary from the DiskGatheredData.

When InMemoryData is returned some categories of data that are always missing from the object in memory (e.g. GetAssetRegistryTags(EAssetRegistryTagsCaller::SavePackage)) are read from the DiskGatheredData and added to the InMemoryData.

Setting this value to true will always be faster than setting it to false, because the same registry lookups are performed in either case, but the InMemoryData lookup is skipped in the true case.

The default is usually false.

Member Typedef Documentation

◆ FAssetDataFunc

◆ FEnumerateAssetDatasFunc

◆ ShouldSetManagerPredicate

Predicate called to decide whether to recurse into a reference when setting manager references

Parameters
ManagerIdentifier of what manager will be set
SourceIdentifier of the reference currently being iterated
TargetIdentifier that will managed by manager
DependencyTypeType of dependencies to recurse over
FlagsFlags describing this particular set attempt

Member Function Documentation

◆ AddPath()

virtual bool IAssetRegistry::AddPath ( const FString &  PathToAdd)
pure virtual

Adds the specified path to the set of cached paths. These will be returned by GetAllCachedPaths(). Returns true if the path was actually added and false if it already existed.

Implemented in UAssetRegistryImpl.

◆ AppendState()

virtual void IAssetRegistry::AppendState ( const FAssetRegistryState InState,
UE::AssetRegistry::EAppendMode  AppendMode = UE::AssetRegistry::EAppendMode::Append 
)
pure virtual

Append the assets from the incoming state into our own

Implemented in UAssetRegistryImpl.

◆ AssetCreated()

virtual void IAssetRegistry::AssetCreated ( UObject NewAsset)
pure virtual

Informs the asset registry that an in-memory asset has been created

Implemented in UAssetRegistryImpl.

◆ AssetDeleted()

virtual void IAssetRegistry::AssetDeleted ( UObject DeletedAsset)
pure virtual

Informs the asset registry that an in-memory asset has been deleted

Implemented in UAssetRegistryImpl.

◆ AssetRenamed()

virtual void IAssetRegistry::AssetRenamed ( const UObject RenamedAsset,
const FString &  OldObjectPath 
)
pure virtual

Informs the asset registry that an in-memory asset has been renamed

Implemented in UAssetRegistryImpl.

◆ AssetsSaved()

virtual void IAssetRegistry::AssetsSaved ( TArray< FAssetData > &&  Assets)
pure virtual

Called during SavePackage to update the AssetRegistry's copy of the AssetDatas in the package to match the newly saved values.

Implemented in UAssetRegistryImpl.

◆ AssetTagsFinalized()

virtual void IAssetRegistry::AssetTagsFinalized ( const UObject FinalizedAsset)
pure virtual

Informs the asset registry that an Asset has finalized its tags after loading. Ignored if the Asset's package has been modified.

Implemented in UAssetRegistryImpl.

◆ AssetUpdateTags()

virtual void IAssetRegistry::AssetUpdateTags ( UObject Object,
EAssetRegistryTagsCaller  Caller 
)
pure virtual

Called on demand from systems that need to fully update an AssetData's tags. When an Asset is loaded its tags are updated by calling GetAssetRegistryTags(EAssetRegistryTagsCaller::AssetRegistryLoad), but that version of the function is allowed to skip writing expensive tags, so tags that exist in the old AssetData but not in the results from GetAssetRegistryTags(EAssetRegistryTagsCaller::AssetRegistryLoad) are kept because they might be skipped expensive tags. When an asset is saved, all old tags are deleted and GetAssetRegistryTags(EAssetRegistryTagsCaller::SavePackage) is called. AssetUpdateTags allows a manual trigger of the on-SavePackage behavior: all old tags are deleted and GetAssetRegistryTags(Caller) is called. Pass in EAssetRegistryTagsCaller::FullUpdate to behave the same as SavePackage.

Implemented in UAssetRegistryImpl.

◆ ClearGathererCache()

virtual void IAssetRegistry::ClearGathererCache ( )
pure virtual

Empty the global gatherer's cache and disable further caching of scans from disk. Used to save memory when cooking after the scan is complete.

Implemented in UAssetRegistryImpl.

◆ CompileFilter()

virtual void IAssetRegistry::CompileFilter ( const FARFilter InFilter,
FARCompiledFilter OutCompiledFilter 
) const
pure virtual

Modifies passed in filter optimize it for query and expand any recursive paths and classes

Implemented in UAssetRegistryImpl.

◆ ContainsDependency()

virtual bool IAssetRegistry::ContainsDependency ( FName  PackageName,
FName  QueryDependencyName,
UE::AssetRegistry::EDependencyCategory  Category = UE::AssetRegistry::EDependencyCategory::Package,
const UE::AssetRegistry::FDependencyQuery Flags = UE::AssetRegistry::FDependencyQuery() 
) const
pure virtual

Return whether the supplied package references the query package. Only considers dependencies reported in the on-disk package.

Parameters
PackageNameThe name of the package for which to inspect dependencies (eg, /Game/MyFolder/MyAsset)
QueryDependencyNameWhich package to look for in PackageName's dependencies
CategoryWhich category(ies) of dependencies to look in for QueryDependencyName. Dependencies matching ANY of the OR'd categories will be considered.
FlagsWhich flags are required present or not present on the dependencies. Dependencies matching ALL required and NONE excluded bits will be considered. For each potentially considered dependency, flags not applicable to their category are ignored.

Implemented in UAssetRegistryImpl.

◆ ContainsTag()

virtual bool IAssetRegistry::ContainsTag ( FName  TagName) const
pure virtual

Return whether the given TagName occurs in the tags of any asset in the AssetRegistry

Implemented in UAssetRegistryImpl.

◆ DECLARE_EVENT_OneParam() [1/2]

IAssetRegistry::DECLARE_EVENT_OneParam ( IAssetRegistry  ,
FFilesBlockedEvent  ,
const TArray< FString > &   
)

Event for when one or more files have been blocked from the registry

◆ DECLARE_EVENT_OneParam() [2/2]

IAssetRegistry::DECLARE_EVENT_OneParam ( IAssetRegistry  ,
FPathRemovedEvent  ,
const FString &   
)

◆ DECLARE_TS_MULTICAST_DELEGATE() [1/4]

IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE ( FFilesLoadedEvent  )

Event for when the asset registry is done loading files

◆ DECLARE_TS_MULTICAST_DELEGATE() [2/4]

IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE ( FKnownGathersCompleteEvent  )

Event for when the asset registry is done with all currently known gathers. This will fire after both the initial asset scan and again after each subsequent batch of additional mount searches

◆ DECLARE_TS_MULTICAST_DELEGATE() [3/4]

IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE ( FScanEndedEvent  )

◆ DECLARE_TS_MULTICAST_DELEGATE() [4/4]

IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE ( FScanStartedEvent  )

◆ DECLARE_TS_MULTICAST_DELEGATE_OneParam() [1/11]

IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE_OneParam ( FAssetAddedEvent  ,
const FAssetData  
)

Event for when assets are added to the registry

◆ DECLARE_TS_MULTICAST_DELEGATE_OneParam() [2/11]

IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE_OneParam ( FAssetRemovedEvent  ,
const FAssetData  
)

Event for when assets are removed from the registry

◆ DECLARE_TS_MULTICAST_DELEGATE_OneParam() [3/11]

IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE_OneParam ( FAssetsEvent  ,
TConstArrayView< FAssetData  
)

◆ DECLARE_TS_MULTICAST_DELEGATE_OneParam() [4/11]

IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE_OneParam ( FAssetUpdatedEvent  ,
const FAssetData  
)

Event for when assets are updated in the registry

◆ DECLARE_TS_MULTICAST_DELEGATE_OneParam() [5/11]

IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE_OneParam ( FFileLoadProgressUpdatedEvent  ,
const FFileLoadProgressUpdateData  
)

Event to update the progress of the background file load

◆ DECLARE_TS_MULTICAST_DELEGATE_OneParam() [6/11]

IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE_OneParam ( FInMemoryAssetCreatedEvent  ,
UObject  
)

Event for when in-memory assets are created

◆ DECLARE_TS_MULTICAST_DELEGATE_OneParam() [7/11]

IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE_OneParam ( FInMemoryAssetDeletedEvent  ,
UObject  
)

Event for when assets are deleted

◆ DECLARE_TS_MULTICAST_DELEGATE_OneParam() [8/11]

IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE_OneParam ( FPathAddedEvent  ,
const FString &   
)

◆ DECLARE_TS_MULTICAST_DELEGATE_OneParam() [9/11]

IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE_OneParam ( FPathsEvent  ,
TConstArrayView< FStringView  
)

Events for when paths (folders/directories) are added to and removed from the asset registry. Both batch and singular events will be called for the same set of paths in all cases. Prefer the batched versions as the singular versions will be deprecated in a future release.

◆ DECLARE_TS_MULTICAST_DELEGATE_OneParam() [10/11]

IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE_OneParam ( FVerseAddedEvent  ,
const FName   
)

Event for when Verse files are added to the registry

◆ DECLARE_TS_MULTICAST_DELEGATE_OneParam() [11/11]

IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE_OneParam ( FVerseRemovedEvent  ,
const FName   
)

Event for when Verse files are removed from the registry

◆ DECLARE_TS_MULTICAST_DELEGATE_ThreeParams()

IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE_ThreeParams ( FAssetCollisionEvent  ,
FAssetData ,
FAssetData ,
FAssetData *&   
)

EXPERIMENTAL: event for when duplicated assets are found and needs to be resolved, this is experimental as it's a counter measure for a situation that shouldn't happen. Also, DO NOT CALL AssetRegistry functions from delegate subscribers; doing so will create a deadlock.

◆ DECLARE_TS_MULTICAST_DELEGATE_TwoParams() [1/2]

IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE_TwoParams ( FAssetRenamedEvent  ,
const FAssetData ,
const FString &   
)

Event for when assets are renamed in the registry

◆ DECLARE_TS_MULTICAST_DELEGATE_TwoParams() [2/2]

IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE_TwoParams ( FEnumerateAssetsEvent  ,
const FARCompiledFilter ,
UE::AssetRegistry::EEnumerateAssetsFlags   
) &
pure virtual

Event triggered when a query of the AssetRegistry's on-disk assets is made. The event is triggered only if the filter is valid. The event is not triggered for queries of in-memory assets only, such as GetInMemoryAssets.

◆ DoesPackageExistOnDisk()

virtual bool IAssetRegistry::DoesPackageExistOnDisk ( FName  PackageName,
FString *  OutCorrectCasePackageName = nullptr,
FString *  OutExtension = nullptr 
) const
pure virtual

Implemented in UAssetRegistryImpl.

◆ DumpState()

virtual void IAssetRegistry::DumpState ( const TArray< FString > &  Arguments,
TArray< FString > &  OutPages,
int32  LinesPerPage = 1 
) const
pure virtual

Writes out the state in textual form. Use arguments to control which segments to emit.

Parameters
ArgumentsList of segments to emit. Possible values: 'ObjectPath', 'PackageName', 'Path', 'Class', 'Tag', 'Dependencies' and 'PackageData'
OutPagesTextual representation will be written to this array; each entry will have LinesPerPage lines of the full dump.
LinesPerPage- how many lines should be combined into each string element of OutPages, for e.g. breaking up the dump into separate files. To facilitate diffing between similar-but-different registries, the actual number of lines per page will be slightly less than LinesPerPage; we introduce partially deterministic pagebreaks near the end of each page.

◆ EnumerateAllAssets()

virtual bool IAssetRegistry::EnumerateAllAssets ( TFunctionRef< bool(const FAssetData &)>  Callback,
UE::AssetRegistry::EEnumerateAssetsFlags  InEnumerateFlags = UE::AssetRegistry::EEnumerateAssetsFlags::None 
) const
pure virtual

Enumerate asset data for all assets currently cached in the asset registry. This method may be slow, use a filter if possible to avoid iterating over the entire registry.

Parameters
Callbackfunction to call for each asset data enumerated
InEnumerateFlagsflags to control enumeration and filtering.
See also
IAssetRegistry class header for EEnumerateAssetsFlags. EEnumerateAssetsFlags::Parallel note: in-memory assets enumeration ignores the parallel flag and is always single-threaded.

Implemented in UAssetRegistryImpl.

◆ EnumerateAllCachedPaths() [1/2]

virtual void IAssetRegistry::EnumerateAllCachedPaths ( TFunctionRef< bool(FName)>  Callback) const
pure virtual

Enumerate all the paths that are currently cached

Implemented in UAssetRegistryImpl.

◆ EnumerateAllCachedPaths() [2/2]

virtual void IAssetRegistry::EnumerateAllCachedPaths ( TFunctionRef< bool(FString)>  Callback) const
pure virtual

Enumerate all the paths that are currently cached

Implemented in UAssetRegistryImpl.

◆ EnumerateAllPackages()

virtual void IAssetRegistry::EnumerateAllPackages ( TFunctionRef< void(FName PackageName, const FAssetPackageData &PackageData)>  Callback,
UE::AssetRegistry::EEnumeratePackagesFlags  InEnumerateFlags = UE::AssetRegistry::EEnumeratePackagesFlags::None 
) const
pure virtual

Enumerate all PackageDatas in the AssetRegistry. The callback is called from within the AssetRegistry's lock, so it must not call arbitrary code that could call back into the AssetRegistry; doing so would deadlock.

Parameters
Callbackfunction to call for each package data enumerated
InEnumerateFlagsflags to control enumeration
See also
EEnumeratePackagesFlags

Implemented in UAssetRegistryImpl.

◆ EnumerateAssets() [1/2]

virtual bool IAssetRegistry::EnumerateAssets ( const FARCompiledFilter Filter,
TFunctionRef< bool(const FAssetData &)>  Callback,
UE::AssetRegistry::EEnumerateAssetsFlags  InEnumerateFlags = UE::AssetRegistry::EEnumerateAssetsFlags::None 
) const
pure virtual

Implemented in UAssetRegistryImpl.

◆ EnumerateAssets() [2/2]

virtual bool IAssetRegistry::EnumerateAssets ( const FARFilter Filter,
TFunctionRef< bool(const FAssetData &)>  Callback,
UE::AssetRegistry::EEnumerateAssetsFlags  InEnumerateFlags = UE::AssetRegistry::EEnumerateAssetsFlags::None 
) const
pure virtual

Enumerate asset data for all assets that match the filter. Assets returned must satisfy every filter component if there is at least one element in the component's array. Assets will satisfy a component if they match any of the elements in it.

Parameters
Filterfilter to apply to the assets in the AssetRegistry
Callbackfunction to call for each asset data enumerated
InEnumerateFlagsflags to control enumeration and filtering.
See also
EEnumerateAssetsFlags. EEnumerateAssetsFlags::Parallel note: in-memory assets enumeration ignores the parallel flag and is always single-threaded.
Returns
False if filter is invalid, otherwise true.

Implemented in UAssetRegistryImpl.

◆ EnumerateSubPaths() [1/2]

virtual void IAssetRegistry::EnumerateSubPaths ( const FName  InBasePath,
TFunctionRef< bool(FName)>  Callback,
bool  bInRecurse 
) const
pure virtual

Enumerate the all paths that are currently cached below the passed-in base path

Implemented in UAssetRegistryImpl.

◆ EnumerateSubPaths() [2/2]

virtual void IAssetRegistry::EnumerateSubPaths ( const FString &  InBasePath,
TFunctionRef< bool(FString)>  Callback,
bool  bInRecurse 
) const
pure virtual

Enumerate the all paths that are currently cached below the passed-in base path

Implemented in UAssetRegistryImpl.

◆ Get()

static IAssetRegistry * IAssetRegistry::Get ( )
inlinestatic

◆ GetAllAssets()

virtual bool IAssetRegistry::GetAllAssets ( TArray< FAssetData > &  OutAssetData,
bool  bIncludeOnlyOnDiskAssets = false 
) const
pure virtual

Gets asset data for all assets in the registry. This method may be slow, use a filter if possible to avoid iterating over the entire registry.

Parameters
OutAssetDatathe list of assets in this path

Implemented in UAssetRegistryImpl.

◆ GetAllCachedPaths()

virtual void IAssetRegistry::GetAllCachedPaths ( TArray< FString > &  OutPathList) const
pure virtual

Gets a list of all paths that are currently cached

Implemented in UAssetRegistryImpl.

◆ GetAllocatedSize()

virtual SIZE_T IAssetRegistry::GetAllocatedSize ( bool  bLogDetailed = false) const
pure virtual

Returns memory size of entire registry, optionally logging sizes

Implemented in UAssetRegistryImpl.

◆ GetAssetAvailability()

virtual EAssetAvailability::Type IAssetRegistry::GetAssetAvailability ( const FAssetData AssetData) const
pure virtual

Gets the current availability of an asset, primarily for streaming install purposes.

Parameters
FAssetDatathe asset to check for availability

Implemented in UAssetRegistryImpl.

◆ GetAssetAvailabilityProgress()

virtual float IAssetRegistry::GetAssetAvailabilityProgress ( const FAssetData AssetData,
EAssetAvailabilityProgressReportingType::Type  ReportType 
) const
pure virtual

Gets an ETA or percentage complete for an asset that is still in the process of being installed.

Parameters
FAssetDatathe asset to check for progress status
ReportTypethe type of report to query.

Implemented in UAssetRegistryImpl.

◆ GetAssetAvailabilityProgressTypeSupported()

virtual bool IAssetRegistry::GetAssetAvailabilityProgressTypeSupported ( EAssetAvailabilityProgressReportingType::Type  ReportType) const
pure virtual
Parameters
ReportTypeThe report type to query. Returns if a given report type is supported on the current platform

Implemented in UAssetRegistryImpl.

◆ GetAssetByObjectPath() [1/2]

virtual FAssetData IAssetRegistry::GetAssetByObjectPath ( const FName  ObjectPath,
bool  bIncludeOnlyOnDiskAssets = false 
) const
pure virtual

Implemented in UAssetRegistryImpl.

◆ GetAssetByObjectPath() [2/2]

virtual FAssetData IAssetRegistry::GetAssetByObjectPath ( const FSoftObjectPath ObjectPath,
bool  bIncludeOnlyOnDiskAssets = false,
bool  bSkipARFilteredAssets = true 
) const
pure virtual

Gets the asset data for the specified object path

Parameters
ObjectPaththe path of the object to be looked up
bIncludeOnlyOnDiskAssetsIf true, use only DiskGatheredData, do not calculate from UObjects.
See also
IAssetRegistry class header for bIncludeOnlyOnDiskAssets.
Parameters
bSkipARFilteredAssetsIf true, skips Objects that return true for IsAsset but are not assets in the current platform.
Returns
the assets data;Will be invalid if object could not be found

Implemented in UAssetRegistryImpl.

◆ GetAssetPackageDataCopy()

virtual TOptional< FAssetPackageData > IAssetRegistry::GetAssetPackageDataCopy ( FName  PackageName) const
pure virtual

Finds Package data for a package name. This data is only updated on save and can only be accessed for valid packages

Implemented in UAssetRegistryImpl.

◆ GetAssetPackageDatasCopy()

virtual TArray< TOptional< FAssetPackageData > > IAssetRegistry::GetAssetPackageDatasCopy ( TArrayView< FName PackageNames) const
pure virtual

Find Package Data for the packages name. This data is only updated on save and can only be accessed for valid packages

Implemented in UAssetRegistryImpl.

◆ GetAssets() [1/2]

virtual bool IAssetRegistry::GetAssets ( const FARCompiledFilter Filter,
TArray< FAssetData > &  OutAssetData,
bool  bSkipARFilteredAssets = true 
) const
pure virtual

Implemented in UAssetRegistryImpl.

◆ GetAssets() [2/2]

virtual bool IAssetRegistry::GetAssets ( const FARFilter Filter,
TArray< FAssetData > &  OutAssetData,
bool  bSkipARFilteredAssets = true 
) const
pure virtual

Gets asset data for all assets that match the filter. Assets returned must satisfy every filter component if there is at least one element in the component's array. Assets will satisfy a component if they match any of the elements in it.

Parameters
Filterfilter to apply to the assets in the AssetRegistry
OutAssetDatathe list of assets in this path
bSkipARFilteredAssetsIf true, skips Objects that return true for IsAsset but are not assets in the current platform.

Implemented in UAssetRegistryImpl.

◆ GetAssetsByClass()

virtual bool IAssetRegistry::GetAssetsByClass ( FTopLevelAssetPath  ClassPathName,
TArray< FAssetData > &  OutAssetData,
bool  bSearchSubClasses = false 
) const
pure virtual

Gets asset data for all assets with the supplied class

Parameters
ClassPathNamethe full path of the class name of the assets requested, in a TopLevelAssetPath structure.
OutAssetDatathe list of assets in this path
bSearchSubClassesif true, all subclasses of the passed in class will be searched as well

Implemented in UAssetRegistryImpl.

◆ GetAssetsByPackageName()

virtual bool IAssetRegistry::GetAssetsByPackageName ( FName  PackageName,
TArray< FAssetData > &  OutAssetData,
bool  bIncludeOnlyOnDiskAssets = false,
bool  bSkipARFilteredAssets = true 
) const
pure virtual

Gets asset data for the assets in the package with the specified package name

Parameters
PackageNamethe package name for the requested assets (eg, /Game/MyFolder/MyAsset)
OutAssetDatathe list of assets in this path
bIncludeOnlyOnDiskAssetsIf true, use only DiskGatheredData, do not calculate from UObjects.
See also
IAssetRegistry class header for bIncludeOnlyOnDiskAssets.
Parameters
bSkipARFilteredAssetsIf true, skips Objects that return true for IsAsset but are not assets in the current platform.

Implemented in UAssetRegistryImpl.

◆ GetAssetsByPath()

virtual bool IAssetRegistry::GetAssetsByPath ( FName  PackagePath,
TArray< FAssetData > &  OutAssetData,
bool  bRecursive = false,
bool  bIncludeOnlyOnDiskAssets = false 
) const
pure virtual

Gets asset data for all assets in the supplied folder path

Parameters
PackagePaththe path to query asset data in (eg, /Game/MyFolder)
OutAssetDatathe list of assets in this path
bIncludeOnlyOnDiskAssetsIf true, use only DiskGatheredData, do not calculate from UObjects.
See also
IAssetRegistry class header for bIncludeOnlyOnDiskAssets.
Parameters
bRecursiveif true, all supplied paths will be searched recursively

Implemented in UAssetRegistryImpl.

◆ GetAssetsByPaths()

virtual bool IAssetRegistry::GetAssetsByPaths ( TArray< FName PackagePaths,
TArray< FAssetData > &  OutAssetData,
bool  bRecursive = false,
bool  bIncludeOnlyOnDiskAssets = false 
) const
pure virtual

Gets asset data for all assets in any of the supplied folder paths

Parameters
PackagePathsthe paths to query asset data in (eg, /Game/MyFolder)
OutAssetDatathe list of assets in this path
bIncludeOnlyOnDiskAssetsIf true, use only DiskGatheredData, do not calculate from UObjects.
See also
IAssetRegistry class header for bIncludeOnlyOnDiskAssets.
Parameters
bRecursiveif true, all supplied paths will be searched recursively

Implemented in UAssetRegistryImpl.

◆ GetAssetsByTags()

virtual bool IAssetRegistry::GetAssetsByTags ( const TArray< FName > &  AssetTags,
TArray< FAssetData > &  OutAssetData 
) const
pure virtual

Gets asset data for all assets with the supplied tags, regardless of their value

Parameters
AssetTagsthe tags associated with the assets requested
OutAssetDatathe list of assets with any of the given tags

Implemented in UAssetRegistryImpl.

◆ GetAssetsByTagValues()

virtual bool IAssetRegistry::GetAssetsByTagValues ( const TMultiMap< FName, FString > &  AssetTagsAndValues,
TArray< FAssetData > &  OutAssetData 
) const
pure virtual

Gets asset data for all assets with the supplied tags and values

Parameters
AssetTagsAndValuesthe tags and values associated with the assets requested
OutAssetDatathe list of assets with any of the given tags and values

Implemented in UAssetRegistryImpl.

◆ GetCachedEmptyPackagesCopy()

virtual TSet< FName > IAssetRegistry::GetCachedEmptyPackagesCopy ( ) const
pure virtual

Returns the set of empty package names fast iteration

Implemented in UAssetRegistryImpl.

◆ GetChecked()

static IAssetRegistry & IAssetRegistry::GetChecked ( )
inlinestatic

◆ GetDependencies() [1/3]

virtual bool IAssetRegistry::GetDependencies ( const FAssetIdentifier AssetIdentifier,
TArray< FAssetDependency > &  OutDependencies,
UE::AssetRegistry::EDependencyCategory  Category = UE::AssetRegistry::EDependencyCategory::All,
const UE::AssetRegistry::FDependencyQuery Flags = UE::AssetRegistry::FDependencyQuery() 
) const
pure virtual

Implemented in UAssetRegistryImpl.

◆ GetDependencies() [2/3]

virtual bool IAssetRegistry::GetDependencies ( const FAssetIdentifier AssetIdentifier,
TArray< FAssetIdentifier > &  OutDependencies,
UE::AssetRegistry::EDependencyCategory  Category = UE::AssetRegistry::EDependencyCategory::All,
const UE::AssetRegistry::FDependencyQuery Flags = UE::AssetRegistry::FDependencyQuery() 
) const
pure virtual

Gets a list of AssetIdentifiers or FAssetDependencies that are referenced by the supplied AssetIdentifier. Only returns dependencies reported in the on-disk package.

Parameters
AssetIdentifierThe name of the package/name for which to gather dependencies.
OutDependenciesA list of things that are referenced by AssetIdentifier.
CategoryWhich category(ies) of dependencies to include in the output list. Dependencies matching ANY of the OR'd categories will be returned.
FlagsWhich flags are required present or not present on the dependencies. Dependencies matching ALL required and NONE excluded bits will be returned. For each potentially returned dependency, flags not applicable to their category are ignored.

Implemented in UAssetRegistryImpl.

◆ GetDependencies() [3/3]

virtual bool IAssetRegistry::GetDependencies ( FName  PackageName,
TArray< FName > &  OutDependencies,
UE::AssetRegistry::EDependencyCategory  Category = UE::AssetRegistry::EDependencyCategory::Package,
const UE::AssetRegistry::FDependencyQuery Flags = UE::AssetRegistry::FDependencyQuery() 
) const
pure virtual

Gets a list of PackageNames that are referenced by the supplied package. Only returns dependencies reported in the on-disk package.

Parameters
PackageNameThe name of the package for which to gather dependencies (eg, /Game/MyFolder/MyAsset)
OutDependenciesA list of packages that are referenced by the package whose path is PackageName
CategoryWhich category(ies) of dependencies to include in the output list. Dependencies matching ANY of the OR'd categories will be returned.
FlagsWhich flags are required present or not present on the dependencies. Dependencies matching ALL required and NONE excluded bits will be returned. For each potentially returned dependency, flags not applicable to their category are ignored.

Implemented in UAssetRegistryImpl.

◆ GetFirstPackageByName()

virtual FName IAssetRegistry::GetFirstPackageByName ( FStringView  PackageName) const
pure virtual

Returns the first LongPackageName found for the given PackageName. Issues a warning and returns the first (sorted lexically) if there is more than one. Call to check existence of a LongPackageName or find a package with a ShortPackageName.

Parameters
PackageNameName of the package to find, may be a LongPackageName or ShortPackageName.
Returns
The first LongPackageName of the matching package, or NAME_None if not found.

Implemented in UAssetRegistryImpl.

◆ GetInMemoryAssets() [1/2]

virtual bool IAssetRegistry::GetInMemoryAssets ( const FARCompiledFilter Filter,
TArray< FAssetData > &  OutAssetData,
bool  bSkipARFilteredAssets = true 
) const
pure virtual

Implemented in UAssetRegistryImpl.

◆ GetInMemoryAssets() [2/2]

virtual bool IAssetRegistry::GetInMemoryAssets ( const FARFilter Filter,
TArray< FAssetData > &  OutAssetData,
bool  bSkipARFilteredAssets = true 
) const
pure virtual

Gets asset data for in-memory assets only, that match the filter. Returns assets that would be excluded by calling GetAssets with bIncludeOnlyOnDiskAssets set to true.

Note
This method IGNORES the value of bIncludeOnlyOnDiskAssets on the provided filter. Assets returned must satisfy every filter component if there is at least one element in the component's array. Assets will satisfy a component if they match any of the elements in it.
Parameters
Filterfilter to apply to the assets in the AssetRegistry
OutAssetDatathe list of assets in this path
bSkipARFilteredAssetsIf true, skips Objects that return true for IsAsset but are not assets in the current platform.

Implemented in UAssetRegistryImpl.

◆ GetPackagesByName()

virtual void IAssetRegistry::GetPackagesByName ( FStringView  PackageName,
TArray< FName > &  OutPackageNames 
) const
pure virtual

Gets the LongPackageName for all packages with the given PackageName. Call to check existence of a LongPackageName or find all packages with a ShortPackageName.

Parameters
PackageNameName of the package to find, may be a LongPackageName or ShortPackageName.
OutPackageNamesAll discovered matching LongPackageNames are appended to this array.

Implemented in UAssetRegistryImpl.

◆ GetRedirectedObjectPath()

virtual FSoftObjectPath IAssetRegistry::GetRedirectedObjectPath ( const FSoftObjectPath ObjectPath)
pure virtual

Uses the asset registry to look for ObjectRedirectors. This will follow the chain of redirectors. It will return the original path if no redirectors are found.

Implemented in UAssetRegistryImpl.

◆ GetReferencers() [1/3]

virtual bool IAssetRegistry::GetReferencers ( const FAssetIdentifier AssetIdentifier,
TArray< FAssetDependency > &  OutReferencers,
UE::AssetRegistry::EDependencyCategory  Category = UE::AssetRegistry::EDependencyCategory::All,
const UE::AssetRegistry::FDependencyQuery Flags = UE::AssetRegistry::FDependencyQuery() 
) const
pure virtual

Implemented in UAssetRegistryImpl.

◆ GetReferencers() [2/3]

virtual bool IAssetRegistry::GetReferencers ( const FAssetIdentifier AssetIdentifier,
TArray< FAssetIdentifier > &  OutReferencers,
UE::AssetRegistry::EDependencyCategory  Category = UE::AssetRegistry::EDependencyCategory::All,
const UE::AssetRegistry::FDependencyQuery Flags = UE::AssetRegistry::FDependencyQuery() 
) const
pure virtual

Gets a list of AssetIdentifiers or FAssetDependencies that reference the supplied AssetIdentifier. Only returns referencers reported in the on-disk package.

Parameters
AssetIdentifierThe name of the package/name for which to gather referencers (eg, /Game/MyFolder/MyAsset)
OutReferencersA list of things that reference AssetIdentifier.
CategoryWhich category(ies) of referencers to include in the output list. Referencers that have a dependency matching ANY of the OR'd categories will be returned.
FlagsWhich flags are required present or not present on the referencer's dependency. Referencers that have a dependency matching ALL required and NONE excluded bits will be returned. For each potentially returned dependency, flags not applicable to their category are ignored.

Implemented in UAssetRegistryImpl.

◆ GetReferencers() [3/3]

virtual bool IAssetRegistry::GetReferencers ( FName  PackageName,
TArray< FName > &  OutReferencers,
UE::AssetRegistry::EDependencyCategory  Category = UE::AssetRegistry::EDependencyCategory::Package,
const UE::AssetRegistry::FDependencyQuery Flags = UE::AssetRegistry::FDependencyQuery() 
) const
pure virtual

Gets a list of PackageNames that reference the supplied package. (On disk references ONLY)

Parameters
PackageNameThe name of the package for which to gather dependencies (eg, /Game/MyFolder/MyAsset)
OutReferencersA list of packages that reference the package whose path is PackageName
CategoryWhich category(ies) of referencers to include in the output list. Referencers that have a dependency matching ANY of the OR'd categories will be returned.
FlagsWhich flags are required present or not present on the referencer's dependency. Referencers that have a dependency matching ALL required and NONE excluded bits will be returned. For each potentially returned dependency, flags not applicable to their category are ignored.

Implemented in UAssetRegistryImpl.

◆ GetSubPaths() [1/2]

virtual void IAssetRegistry::GetSubPaths ( const FName InBasePath,
TArray< FName > &  OutPathList,
bool  bInRecurse 
) const
pure virtual

Gets a list of all paths by name that are currently cached below the passed-in base path

Implemented in UAssetRegistryImpl.

◆ GetSubPaths() [2/2]

virtual void IAssetRegistry::GetSubPaths ( const FString &  InBasePath,
TArray< FString > &  OutPathList,
bool  bInRecurse 
) const
pure virtual

Gets a list of all paths that are currently cached below the passed-in base path

Implemented in UAssetRegistryImpl.

◆ GetTemporaryCachingMode()

virtual bool IAssetRegistry::GetTemporaryCachingMode ( ) const
pure virtual

Returns true if temporary caching mode enabled

Implemented in UAssetRegistryImpl.

◆ GetVerseFilesByPath()

virtual bool IAssetRegistry::GetVerseFilesByPath ( FName  PackagePath,
TArray< FName > &  OutFilePaths,
bool  bRecursive = false 
) const
pure virtual

Gets paths for all Verse files in the supplied folder

Parameters
PackagePaththe path to query asset data in (e.g. /Game/MyFolder)
OutFilePathsthe list of Verse files in this path, as pseudo UE LongPackagePaths with extension (e.g. /Game/MyFolder/MyVerseFile.verse)
bRecursiveif true, the supplied path will be searched recursively

Implemented in UAssetRegistryImpl.

◆ HasAssets()

virtual bool IAssetRegistry::HasAssets ( const FName  PackagePath,
const bool  bRecursive = false 
) const
pure virtual

Does the given path contain assets, optionally also testing sub-paths?

Parameters
PackagePaththe path to query asset data in (eg, /Game/MyFolder)
bRecursiveif true, the supplied path will be tested recursively

Implemented in UAssetRegistryImpl.

◆ HasSerializedDiscoveryCache()

virtual bool IAssetRegistry::HasSerializedDiscoveryCache ( ) const
pure virtual

Returns true if the asset registry has written out the discovery cache after discovery has completed. This function will return false if discovery is not yet complete, discovery caching isn't supported by the current platform or cache writing has been disabled such as when using -NoAssetRegistryCacheWrite.

Implemented in UAssetRegistryImpl.

◆ HasVerseFiles()

virtual bool IAssetRegistry::HasVerseFiles ( FName  PackagePath,
bool  bRecursive = false 
) const
pure virtual

Returns whether the supplied folder contains any verse file

Parameters
PackagePaththe path to query asset data in (e.g. /Game/MyFolder)
bRecursiveif true, the supplied path will be searched recursively
Returns
True if any verse file is found under the supplied folder

Implemented in UAssetRegistryImpl.

◆ InitializeSerializationOptions() [1/2]

void IAssetRegistry::InitializeSerializationOptions ( FAssetRegistrySerializationOptions Options,
const FString &  PlatformIniName,
UE::AssetRegistry::ESerializationTarget  Target 
) const
virtual

Fills in FAssetRegistrySerializationOptions from ini, optionally using a target platform ini name

◆ InitializeSerializationOptions() [2/2]

virtual void IAssetRegistry::InitializeSerializationOptions ( FAssetRegistrySerializationOptions Options,
const ITargetPlatform TargetPlatform = nullptr,
UE::AssetRegistry::ESerializationTarget  Target = UE::AssetRegistry::ESerializationTarget::ForGame 
) const
pure virtual

Fills in FAssetRegistrySerializationOptions from ini, optionally using a target platform

Implemented in UAssetRegistryImpl.

◆ InitializeTemporaryAssetRegistryState()

virtual void IAssetRegistry::InitializeTemporaryAssetRegistryState ( FAssetRegistryState OutState,
const FAssetRegistrySerializationOptions Options,
bool  bRefreshExisting = false,
const TSet< FName > &  RequiredPackages = TSet< FName >(),
const TSet< FName > &  RemovePackages = TSet< FName >() 
) const
pure virtual

Fills in a AssetRegistryState with a copy of the data in the internal cache, overriding some

Parameters
OutStateThis will be filled in with a copy of the asset data, platform data, and dependency data
OptionsSerialization options that will be used to write this later
bRefreshExistingIf true, will not delete or add packages in OutState and will just update things that already exist
RequiredPackagesIf non-empty, only packages in this set will be kept.
RemovePackagesIf non-empty, packages in this set will not be kept.

Implemented in UAssetRegistryImpl.

◆ IsAssetExcludedByFilter()

virtual bool IAssetRegistry::IsAssetExcludedByFilter ( const FAssetData AssetData,
const FARCompiledFilter Filter 
) const
pure virtual

Tests to see whether the given asset would be excluded (fails) the given filter

Implemented in UAssetRegistryImpl.

◆ IsAssetIncludedByFilter()

virtual bool IAssetRegistry::IsAssetIncludedByFilter ( const FAssetData AssetData,
const FARCompiledFilter Filter 
) const
pure virtual

Tests to see whether the given asset would be included (passes) the given filter

Implemented in UAssetRegistryImpl.

◆ IsGathering()

virtual bool IAssetRegistry::IsGathering ( ) const
pure virtual

Returns true if the asset registry is currently loading files and does not yet know about all assets. IsGathering() can be used to indicate if the asset registry is scanning during the initial search as well as any subsequent search the registry may perform (e.g. when a new mount point is added)

Implemented in UAssetRegistryImpl.

◆ IsLoadingAssets()

virtual bool IAssetRegistry::IsLoadingAssets ( ) const
pure virtual

Returns true if the asset registry is currently loading files and does not yet know about all assets. This is a legacy function that only returns true when the asset registry is performing its initial search for assets. Prefer using IsGathering() to know if the asset registry is currently loading files.

Implemented in UAssetRegistryImpl.

◆ IsPathBeautificationNeeded()

virtual bool IAssetRegistry::IsPathBeautificationNeeded ( const FString &  InAssetPath) const
pure virtual

Indicates if path should be beautified before presented to the user.

Parameters
InAssetPathPath of the asset to check
Returns
True if the path should be beautified

Implemented in UAssetRegistryImpl.

◆ IsSearchAllAssets()

virtual bool IAssetRegistry::IsSearchAllAssets ( ) const
pure virtual

Whether SearchAllAssets has been called, or was auto-called at startup. When async (editor or cooking), if SearchAllAssets has ever been called, any newly-mounted directory will be automatically searched.

Implemented in UAssetRegistryImpl.

◆ IsSearchAsync()

virtual bool IAssetRegistry::IsSearchAsync ( ) const
pure virtual

Whether searching is done async (and was started at startup), or synchronously and on-demand, requiring ScanPathsSynchronous or SearchAllAssets.

Implemented in UAssetRegistryImpl.

◆ K2_GetAssetByObjectPath()

FAssetData IAssetRegistry::K2_GetAssetByObjectPath ( const FSoftObjectPath ObjectPath,
bool  bIncludeOnlyOnDiskAssets = false,
bool  bSkipARFilteredAssets = true 
) const
virtual

Gets the asset data for the specified object path

Parameters
ObjectPaththe path of the object to be looked up
bIncludeOnlyOnDiskAssetsIf true, use only DiskGatheredData, do not calculate from UObjects.
See also
IAssetRegistry class header for bIncludeOnlyOnDiskAssets.
Parameters
bSkipARFilteredAssetsIf true, skips Objects that return true for IsAsset but are not assets in the current platform.
Returns
the assets data;Will be invalid if object could not be found

◆ LoadPackageRegistryData() [1/2]

virtual void IAssetRegistry::LoadPackageRegistryData ( const FString &  PackageFilename,
FLoadPackageRegistryData InOutData 
) const
pure virtual

Load FAssetData from the specified package filename

Implemented in UAssetRegistryImpl.

◆ LoadPackageRegistryData() [2/2]

virtual void IAssetRegistry::LoadPackageRegistryData ( FArchive Ar,
FLoadPackageRegistryData InOutData 
) const
pure virtual

Load FPackageRegistry data from the supplied package

Implemented in UAssetRegistryImpl.

◆ OnAssetAdded()

virtual FAssetAddedEvent & IAssetRegistry::OnAssetAdded ( )
pure virtual

Implemented in UAssetRegistryImpl.

◆ OnAssetCollision_Private()

virtual FAssetCollisionEvent & IAssetRegistry::OnAssetCollision_Private ( )
pure virtual

Implemented in UAssetRegistryImpl.

◆ OnAssetRemoved()

virtual FAssetRemovedEvent & IAssetRegistry::OnAssetRemoved ( )
pure virtual

Implemented in UAssetRegistryImpl.

◆ OnAssetRenamed()

virtual FAssetRenamedEvent & IAssetRegistry::OnAssetRenamed ( )
pure virtual

Implemented in UAssetRegistryImpl.

◆ OnAssetsAdded()

virtual FAssetsEvent & IAssetRegistry::OnAssetsAdded ( )
pure virtual

Event for when assets are added to the registry to handle batches more efficiently

Implemented in UAssetRegistryImpl.

◆ OnAssetsRemoved()

virtual FAssetsEvent & IAssetRegistry::OnAssetsRemoved ( )
pure virtual

Event for when assets are removed from the registry

Implemented in UAssetRegistryImpl.

◆ OnAssetsUpdated()

virtual FAssetsEvent & IAssetRegistry::OnAssetsUpdated ( )
pure virtual

Event for when assets are updated in the registry

Implemented in UAssetRegistryImpl.

◆ OnAssetsUpdatedOnDisk()

virtual FAssetsEvent & IAssetRegistry::OnAssetsUpdatedOnDisk ( )
pure virtual

Event for when assets are updated on disk and have been refreshed in the assetregistry

Implemented in UAssetRegistryImpl.

◆ OnAssetUpdated()

virtual FAssetUpdatedEvent & IAssetRegistry::OnAssetUpdated ( )
pure virtual

Implemented in UAssetRegistryImpl.

◆ OnAssetUpdatedOnDisk()

virtual FAssetUpdatedEvent & IAssetRegistry::OnAssetUpdatedOnDisk ( )
pure virtual

Event for when assets are updated on disk and have been refreshed in the assetregistry

Implemented in UAssetRegistryImpl.

◆ OnFileLoadProgressUpdated()

virtual FFileLoadProgressUpdatedEvent & IAssetRegistry::OnFileLoadProgressUpdated ( )
pure virtual

Implemented in UAssetRegistryImpl.

◆ OnFilesBlocked()

virtual FFilesBlockedEvent & IAssetRegistry::OnFilesBlocked ( )
pure virtual

Implemented in UAssetRegistryImpl.

◆ OnFilesLoaded()

virtual FFilesLoadedEvent & IAssetRegistry::OnFilesLoaded ( )
pure virtual

Implemented in UAssetRegistryImpl.

◆ OnInMemoryAssetCreated()

virtual FInMemoryAssetCreatedEvent & IAssetRegistry::OnInMemoryAssetCreated ( )
pure virtual

Implemented in UAssetRegistryImpl.

◆ OnInMemoryAssetDeleted()

virtual FInMemoryAssetDeletedEvent & IAssetRegistry::OnInMemoryAssetDeleted ( )
pure virtual

Implemented in UAssetRegistryImpl.

◆ OnKnownGathersComplete()

virtual FKnownGathersCompleteEvent & IAssetRegistry::OnKnownGathersComplete ( )
pure virtual

Implemented in UAssetRegistryImpl.

◆ OnPathAdded()

virtual FPathAddedEvent & IAssetRegistry::OnPathAdded ( )
pure virtual

Implemented in UAssetRegistryImpl.

◆ OnPathRemoved()

virtual FPathRemovedEvent & IAssetRegistry::OnPathRemoved ( )
pure virtual

Implemented in UAssetRegistryImpl.

◆ OnPathsAdded()

virtual FPathsEvent & IAssetRegistry::OnPathsAdded ( )
pure virtual

Implemented in UAssetRegistryImpl.

◆ OnPathsRemoved()

virtual FPathsEvent & IAssetRegistry::OnPathsRemoved ( )
pure virtual

Implemented in UAssetRegistryImpl.

◆ OnScanEnded()

virtual FScanEndedEvent & IAssetRegistry::OnScanEnded ( )
pure virtual

Implemented in UAssetRegistryImpl.

◆ OnScanStarted()

virtual FScanStartedEvent & IAssetRegistry::OnScanStarted ( )
pure virtual

Implemented in UAssetRegistryImpl.

◆ OnVerseAdded()

virtual FVerseAddedEvent & IAssetRegistry::OnVerseAdded ( )
pure virtual

Implemented in UAssetRegistryImpl.

◆ OnVerseRemoved()

virtual FVerseRemovedEvent & IAssetRegistry::OnVerseRemoved ( )
pure virtual

Implemented in UAssetRegistryImpl.

◆ PackageDeleted()

virtual void IAssetRegistry::PackageDeleted ( UPackage DeletedPackage)
pure virtual

Informs the asset registry that an in-memory package has been deleted, and all associated assets should be removed

Implemented in UAssetRegistryImpl.

◆ PathExists() [1/2]

virtual bool IAssetRegistry::PathExists ( const FName  PathToTest) const
pure virtual

Implemented in UAssetRegistryImpl.

◆ PathExists() [2/2]

virtual bool IAssetRegistry::PathExists ( const FString &  PathToTest) const
pure virtual

Queries whether the given path exists in the set of cached paths

Implemented in UAssetRegistryImpl.

◆ PrioritizeAssetInstall()

virtual void IAssetRegistry::PrioritizeAssetInstall ( const FAssetData AssetData) const
pure virtual

Hint the streaming installers to prioritize a specific asset for install.

Parameters
FAssetDatathe asset which needs to have installation prioritized

Implemented in UAssetRegistryImpl.

◆ PrioritizeSearchPath()

virtual void IAssetRegistry::PrioritizeSearchPath ( const FString &  PathToPrioritize)
pure virtual

If assets are currently being asynchronously scanned in the specified path, this will cause them to be scanned before other assets.

Implemented in UAssetRegistryImpl.

◆ ReadLockEnumerateAllTagToAssetDatas()

virtual void IAssetRegistry::ReadLockEnumerateAllTagToAssetDatas ( TFunctionRef< bool(FName TagName, FEnumerateAssetDatasFunc EnumerateAssets)>  Callback) const
pure virtual

Enumerate all pairs in State->TagToAssetDataMapAssetRegistry and call a callback on each pair. To avoid copies, the callback is called from within the ReadLock. DO NOT CALL AssetRegistry functions from the callback; doing so will create a deadlock.

Implemented in UAssetRegistryImpl.

◆ RemovePath()

virtual bool IAssetRegistry::RemovePath ( const FString &  PathToRemove)
pure virtual

Attempts to remove the specified path to the set of cached paths. This will only succeed if there are no assets left in the specified path.

Implemented in UAssetRegistryImpl.

◆ RequestPauseBackgroundProcessing()

virtual void IAssetRegistry::RequestPauseBackgroundProcessing ( )
inlineprotectedvirtual

◆ RequestResumeBackgroundProcessing()

virtual void IAssetRegistry::RequestResumeBackgroundProcessing ( )
inlineprotectedvirtual

◆ RunAssetsThroughFilter()

virtual void IAssetRegistry::RunAssetsThroughFilter ( UPARAM(ref) TArray< FAssetData > &  AssetDataList,
const FARFilter Filter 
) const
pure virtual

Trims items out of the asset data list that do not pass the supplied filter

◆ ScanFilesSynchronous()

virtual void IAssetRegistry::ScanFilesSynchronous ( const TArray< FString > &  InFilePaths,
bool  bForceRescan = false 
)
pure virtual

Scan the specified individual files right now and populate the asset registry. If bForceRescan is true, the paths will be scanned again, even if they were previously scanned.

Implemented in UAssetRegistryImpl.

◆ ScanModifiedAssetFiles() [1/2]

virtual void IAssetRegistry::ScanModifiedAssetFiles ( const TArray< FString > &  InFilePaths)
pure virtual

Forces a rescan of specific filenames, call this when you need to refresh from disk

Implemented in UAssetRegistryImpl.

◆ ScanModifiedAssetFiles() [2/2]

virtual void IAssetRegistry::ScanModifiedAssetFiles ( const TArray< FString > &  InFilePaths,
UE::AssetRegistry::EScanFlags  ScanFlags 
)
pure virtual

Implemented in UAssetRegistryImpl.

◆ ScanPathsSynchronous()

virtual void IAssetRegistry::ScanPathsSynchronous ( const TArray< FString > &  InPaths,
bool  bForceRescan = false,
bool  bIgnoreDenyListScanFilters = false 
)
pure virtual

Scan the supplied paths recursively right now and populate the asset registry. If bForceRescan is true, the paths will be scanned again, even if they were previously scanned.

Implemented in UAssetRegistryImpl.

◆ ScanSynchronous()

virtual void IAssetRegistry::ScanSynchronous ( const TArray< FString > &  InPaths,
const TArray< FString > &  InFilePaths,
UE::AssetRegistry::EScanFlags  InScanFlags = UE::AssetRegistry::EScanFlags::None 
)
pure virtual

Scan the supplied paths and files recursively right now and populate the asset registry.

Implemented in UAssetRegistryImpl.

◆ SearchAllAssets()

virtual void IAssetRegistry::SearchAllAssets ( bool  bSynchronousSearch)
pure virtual

Look for all assets on disk (can be async or synchronous)

Implemented in UAssetRegistryImpl.

◆ Serialize() [1/2]

virtual void IAssetRegistry::Serialize ( FArchive Ar)
pure virtual

Serialize the registry to/from a file, skipping editor only data

Implemented in UAssetRegistryImpl.

◆ Serialize() [2/2]

virtual void IAssetRegistry::Serialize ( FStructuredArchive::FRecord  Record)
pure virtual

◆ SetManageReferences() [1/2]

virtual void IAssetRegistry::SetManageReferences ( const TMultiMap< FAssetIdentifier, FAssetIdentifier > &  ManagerMap,
bool  bClearExisting,
UE::AssetRegistry::EDependencyCategory  RecurseType,
TSet< FDependsNode * > &  ExistingManagedNodes,
ShouldSetManagerPredicate  ShouldSetManager = nullptr 
)
protectedpure virtual

Implemented in UAssetRegistryImpl.

◆ SetManageReferences() [2/2]

virtual void IAssetRegistry::SetManageReferences ( UE::AssetRegistry::FSetManageReferencesContext Context)
protectedpure virtual

Specifies a list of manager mappings, optionally recursing to dependencies. These mappings can then be queried later to see which assets "manage" other assets. This function is only meant to be called by the AssetManager, calls from anywhere else will conflict and lose data.

See also
UE::AssetRegistry::FSetManageReferencesContext for arguments.

Implemented in UAssetRegistryImpl.

◆ SetPrimaryAssetIdForObjectPath()

virtual bool IAssetRegistry::SetPrimaryAssetIdForObjectPath ( const FSoftObjectPath ObjectPath,
FPrimaryAssetId  PrimaryAssetId 
)
protectedpure virtual

Sets the PrimaryAssetId for a specific asset. This should only be called by the AssetManager, and is needed when the AssetManager is more up to date than the on disk Registry.

Implemented in UAssetRegistryImpl.

◆ SetTemporaryCachingMode()

virtual void IAssetRegistry::SetTemporaryCachingMode ( bool  bEnable)
pure virtual

Enables or disable temporary search caching, when this is enabled scanning/searching is faster because we assume no objects are loaded between scans. Disabling frees any caches created.

Implemented in UAssetRegistryImpl.

◆ SetTemporaryCachingModeInvalidated()

virtual void IAssetRegistry::SetTemporaryCachingModeInvalidated ( )
pure virtual

Mark that the temporary cached needs to be updated before being used again, because e.g. a new class was loaded. Does nothing if TemporaryCachingMode is not enabled

Implemented in UAssetRegistryImpl.

◆ ShouldUpdateDiskCacheAfterLoad()

virtual bool IAssetRegistry::ShouldUpdateDiskCacheAfterLoad ( ) const
pure virtual

If true, the AssetRegistry updates its on-disk information for an Asset whenever that Asset loads.

Implemented in UAssetRegistryImpl.

◆ Tick()

virtual void IAssetRegistry::Tick ( float  DeltaTime)
pure virtual

Tick the asset registry

Implemented in UAssetRegistryImpl.

◆ TryGetAssetByObjectPath()

virtual UE::AssetRegistry::EExists IAssetRegistry::TryGetAssetByObjectPath ( const FSoftObjectPath ObjectPath,
FAssetData OutAssetData 
) const
pure virtual

Tries to get the asset data for the specified object path

Parameters
ObjectPaththe path of the object to be looked up
OutAssetDataout FAssetData
Returns
Enum return code

Implemented in UAssetRegistryImpl.

◆ TryGetAssetPackageData() [1/2]

virtual UE::AssetRegistry::EExists IAssetRegistry::TryGetAssetPackageData ( FName  PackageName,
FAssetPackageData OutAssetPackageData 
) const
pure virtual

Tries to get the pacakge data for a specified path

Parameters
PackageNamename of the package
OutAssetPackageDataout FAssetPackageData
Returns
Enum return code

Implemented in UAssetRegistryImpl.

◆ TryGetAssetPackageData() [2/2]

virtual UE::AssetRegistry::EExists IAssetRegistry::TryGetAssetPackageData ( FName  PackageName,
FAssetPackageData OutAssetPackageData,
FName OutCorrectCasePackageName 
) const
pure virtual

Tries to get the package data for the specified package name. If found, OutCorrectCasePackageName will be populated with the PackageName that matches the casing used by the filesystem

Parameters
PackageNamename of the package
OutAssetPackageDataout FAssetPackageData
OutCorrectCasePackageNameout FName matching filesystem casing
Returns
Return code enum

Implemented in UAssetRegistryImpl.

◆ UFUNCTION() [1/4]

IAssetRegistry::UFUNCTION ( BlueprintCallable  ,
BlueprintPure  = false,
Category  = "AssetRegistry",
meta  = (DisplayName="Get Dependencies", ScriptName="GetDependencies") 
)

Gets a list of paths to objects that are referenced by the supplied package. (On disk references ONLY)

Parameters
PackageNameThe name of the package for which to gather dependencies (eg, /Game/MyFolder/MyAsset)
DependencyOptionsWhich kinds of dependencies to include in the output list
OutDependenciesA list of packages that are referenced by the package whose path is PackageName

◆ UFUNCTION() [2/4]

IAssetRegistry::UFUNCTION ( BlueprintCallable  ,
BlueprintPure  = false,
Category  = "AssetRegistry",
meta  = (DisplayName="Get Referencers", ScriptName="GetReferencers") 
)

Gets a list of packages that reference the supplied package. (On disk references ONLY)

Parameters
PackageNamethe name of the package for which to gather dependencies (eg, /Game/MyFolder/MyAsset)
ReferenceOptionswhich kinds of references to include in the output list
OutReferencersa list of packages that reference the package whose path is PackageName

◆ UFUNCTION() [3/4]

IAssetRegistry::UFUNCTION ( BlueprintCallable  ,
BlueprintPure  = false,
Category  = "AssetRegistry",
meta  = (DisplayName = "GetAncestorClassNames", ScriptName = "GetAncestorClassNames") 
)

Returns true if the specified ClassName's ancestors could be found. If so, OutAncestorClassNames is a list of all its ancestors. This can be slow if temporary caching mode is not on.

◆ UFUNCTION() [4/4]

IAssetRegistry::UFUNCTION ( BlueprintCallable  ,
BlueprintPure  = false,
Category  = "AssetRegistry",
meta  = (DisplayName = "GetDerivedClassNames", ScriptName = "GetDerivedClassNames") 
) const &

Returns the names of all classes derived by the supplied class names, excluding any classes matching the excluded class names. This can be slow if temporary caching mode is not on.

◆ UseFilterToExcludeAssets() [1/2]

virtual void IAssetRegistry::UseFilterToExcludeAssets ( TArray< FAssetData > &  AssetDataList,
const FARCompiledFilter CompiledFilter 
) const
pure virtual

Trims items out of the asset data list that pass the supplied filter

Implemented in UAssetRegistryImpl.

◆ UseFilterToExcludeAssets() [2/2]

virtual void IAssetRegistry::UseFilterToExcludeAssets ( UPARAM(ref) TArray< FAssetData > &  AssetDataList,
const FARFilter Filter 
) const
pure virtual

Trims items out of the asset data list that pass the supplied filter

◆ VerseCreated()

virtual bool IAssetRegistry::VerseCreated ( const FString &  FilePathOnDisk)
pure virtual

Informs the asset registry that a Verse file has been created on disk

Implemented in UAssetRegistryImpl.

◆ VerseDeleted()

virtual bool IAssetRegistry::VerseDeleted ( const FString &  FilePathOnDisk)
pure virtual

Informs the asset registry that a Verse file has been deleted from disk

Implemented in UAssetRegistryImpl.

◆ WaitForCompletion()

virtual void IAssetRegistry::WaitForCompletion ( )
pure virtual

Wait for scan to be complete. If called during editor startup before OnPostEngineInit, and there are assets with classes in not-yet-loaded plugin modules, WaitForCompletion returns silently with those assets still ungathered.

Implemented in UAssetRegistryImpl.

◆ WaitForPackage()

virtual void IAssetRegistry::WaitForPackage ( const FString &  PackageName)
pure virtual

Wait for the scan of a specific package to be complete

Implemented in UAssetRegistryImpl.

◆ WaitForPremadeAssetRegistry()

virtual void IAssetRegistry::WaitForPremadeAssetRegistry ( )
pure virtual

Wait for premade asset registry load to be completed, for use when querying the asset registry prior to flushing in ScanPathSynchronous. Will no-op if no such asset registry exists.

Implemented in UAssetRegistryImpl.

Friends And Related Symbol Documentation

◆ UAssetManager

friend class UAssetManager
friend

Member Data Documentation

◆ const [1/4]

const FAssetRegistryDependencyOptions TArray<FName>& OutDependencies IAssetRegistry::const

◆ const [2/4]

◆ const [3/4]

TArray<FTopLevelAssetPath>& OutAncestorClassNames IAssetRegistry::const = 0

◆ const [4/4]

const TSet<FTopLevelAssetPath> TSet<FTopLevelAssetPath>& OutDerivedClassNames IAssetRegistry::const = 0

◆ DependencyOptions

const FAssetRegistryDependencyOptions& IAssetRegistry::DependencyOptions

◆ ExcludedClassNames

const TSet<FTopLevelAssetPath>& IAssetRegistry::ExcludedClassNames

◆ ReferenceOptions

const FAssetRegistryDependencyOptions& IAssetRegistry::ReferenceOptions

The documentation for this class was generated from the following files: