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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#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 |
Static Public Member Functions | |
| static IAssetRegistry * | Get () |
| static IAssetRegistry & | GetChecked () |
Public Attributes | |
| const FAssetRegistryDependencyOptions & | DependencyOptions |
| const FAssetRegistryDependencyOptions TArray< FName > &OutDependencies | const |
| const FAssetRegistryDependencyOptions & | ReferenceOptions |
| 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 |
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.
| typedef TFunctionRef<bool(const FAssetData* AssetData)> IAssetRegistry::FAssetDataFunc |
| typedef TFunction<EAssetSetManagerResult::Type(const FAssetIdentifier& Manager, const FAssetIdentifier& Source, const FAssetIdentifier& Target, UE::AssetRegistry::EDependencyCategory Category, UE::AssetRegistry::EDependencyProperty Properties, EAssetSetManagerFlags::Type Flags)> IAssetRegistry::ShouldSetManagerPredicate |
Predicate called to decide whether to recurse into a reference when setting manager references
| Manager | Identifier of what manager will be set |
| Source | Identifier of the reference currently being iterated |
| Target | Identifier that will managed by manager |
| DependencyType | Type of dependencies to recurse over |
| Flags | Flags describing this particular set attempt |
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.
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pure virtual |
Append the assets from the incoming state into our own
Implemented in UAssetRegistryImpl.
Informs the asset registry that an in-memory asset has been created
Implemented in UAssetRegistryImpl.
Informs the asset registry that an in-memory asset has been deleted
Implemented in UAssetRegistryImpl.
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pure virtual |
Informs the asset registry that an in-memory asset has been renamed
Implemented in UAssetRegistryImpl.
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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.
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.
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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.
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.
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pure virtual |
Modifies passed in filter optimize it for query and expand any recursive paths and classes
Implemented in UAssetRegistryImpl.
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pure virtual |
Return whether the supplied package references the query package. Only considers dependencies reported in the on-disk package.
| PackageName | The name of the package for which to inspect dependencies (eg, /Game/MyFolder/MyAsset) |
| QueryDependencyName | Which package to look for in PackageName's dependencies |
| Category | Which category(ies) of dependencies to look in for QueryDependencyName. Dependencies matching ANY of the OR'd categories will be considered. |
| Flags | Which 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.
Return whether the given TagName occurs in the tags of any asset in the AssetRegistry
Implemented in UAssetRegistryImpl.
| IAssetRegistry::DECLARE_EVENT_OneParam | ( | IAssetRegistry | , |
| FFilesBlockedEvent | , | ||
| const TArray< FString > & | |||
| ) |
Event for when one or more files have been blocked from the registry
| IAssetRegistry::DECLARE_EVENT_OneParam | ( | IAssetRegistry | , |
| FPathRemovedEvent | , | ||
| const FString & | |||
| ) |
| IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE | ( | FFilesLoadedEvent | ) |
Event for when the asset registry is done loading files
| 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
| IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE | ( | FScanEndedEvent | ) |
| IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE | ( | FScanStartedEvent | ) |
| IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE_OneParam | ( | FAssetAddedEvent | , |
| const FAssetData & | |||
| ) |
Event for when assets are added to the registry
| IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE_OneParam | ( | FAssetRemovedEvent | , |
| const FAssetData & | |||
| ) |
Event for when assets are removed from the registry
| IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE_OneParam | ( | FAssetsEvent | , |
| TConstArrayView< FAssetData > | |||
| ) |
| IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE_OneParam | ( | FAssetUpdatedEvent | , |
| const FAssetData & | |||
| ) |
Event for when assets are updated in the registry
| IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE_OneParam | ( | FFileLoadProgressUpdatedEvent | , |
| const FFileLoadProgressUpdateData & | |||
| ) |
Event to update the progress of the background file load
| IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE_OneParam | ( | FInMemoryAssetCreatedEvent | , |
| UObject * | |||
| ) |
Event for when in-memory assets are created
| IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE_OneParam | ( | FInMemoryAssetDeletedEvent | , |
| UObject * | |||
| ) |
Event for when assets are deleted
| IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE_OneParam | ( | FPathAddedEvent | , |
| const FString & | |||
| ) |
| 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.
| IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE_OneParam | ( | FVerseAddedEvent | , |
| const FName | |||
| ) |
Event for when Verse files are added to the registry
| IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE_OneParam | ( | FVerseRemovedEvent | , |
| const FName | |||
| ) |
Event for when Verse files are removed from the registry
| 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.
| IAssetRegistry::DECLARE_TS_MULTICAST_DELEGATE_TwoParams | ( | FAssetRenamedEvent | , |
| const FAssetData & | , | ||
| const FString & | |||
| ) |
Event for when assets are renamed in the registry
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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.
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pure virtual |
Implemented in UAssetRegistryImpl.
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pure virtual |
Writes out the state in textual form. Use arguments to control which segments to emit.
| Arguments | List of segments to emit. Possible values: 'ObjectPath', 'PackageName', 'Path', 'Class', 'Tag', 'Dependencies' and 'PackageData' |
| OutPages | Textual 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. |
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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.
| Callback | function to call for each asset data enumerated |
| InEnumerateFlags | flags to control enumeration and filtering. |
Implemented in UAssetRegistryImpl.
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pure virtual |
Enumerate all the paths that are currently cached
Implemented in UAssetRegistryImpl.
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pure virtual |
Enumerate all the paths that are currently cached
Implemented in UAssetRegistryImpl.
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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.
| Callback | function to call for each package data enumerated |
| InEnumerateFlags | flags to control enumeration |
Implemented in UAssetRegistryImpl.
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pure virtual |
Implemented in UAssetRegistryImpl.
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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.
| Filter | filter to apply to the assets in the AssetRegistry |
| Callback | function to call for each asset data enumerated |
| InEnumerateFlags | flags to control enumeration and filtering. |
Implemented in UAssetRegistryImpl.
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pure virtual |
Enumerate the all paths that are currently cached below the passed-in base path
Implemented in UAssetRegistryImpl.
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pure virtual |
Enumerate the all paths that are currently cached below the passed-in base path
Implemented in UAssetRegistryImpl.
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inlinestatic |
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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.
| OutAssetData | the list of assets in this path |
Implemented in UAssetRegistryImpl.
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pure virtual |
Gets a list of all paths that are currently cached
Implemented in UAssetRegistryImpl.
Returns memory size of entire registry, optionally logging sizes
Implemented in UAssetRegistryImpl.
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pure virtual |
Gets the current availability of an asset, primarily for streaming install purposes.
| FAssetData | the asset to check for availability |
Implemented in UAssetRegistryImpl.
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pure virtual |
Gets an ETA or percentage complete for an asset that is still in the process of being installed.
| FAssetData | the asset to check for progress status |
| ReportType | the type of report to query. |
Implemented in UAssetRegistryImpl.
|
pure virtual |
| ReportType | The report type to query. Returns if a given report type is supported on the current platform |
Implemented in UAssetRegistryImpl.
|
pure virtual |
Implemented in UAssetRegistryImpl.
|
pure virtual |
Gets the asset data for the specified object path
| ObjectPath | the path of the object to be looked up |
| bIncludeOnlyOnDiskAssets | If true, use only DiskGatheredData, do not calculate from UObjects. |
| bSkipARFilteredAssets | If true, skips Objects that return true for IsAsset but are not assets in the current platform. |
Implemented in UAssetRegistryImpl.
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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.
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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.
|
pure virtual |
Implemented in UAssetRegistryImpl.
|
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.
| Filter | filter to apply to the assets in the AssetRegistry |
| OutAssetData | the list of assets in this path |
| bSkipARFilteredAssets | If true, skips Objects that return true for IsAsset but are not assets in the current platform. |
Implemented in UAssetRegistryImpl.
|
pure virtual |
Gets asset data for all assets with the supplied class
| ClassPathName | the full path of the class name of the assets requested, in a TopLevelAssetPath structure. |
| OutAssetData | the list of assets in this path |
| bSearchSubClasses | if true, all subclasses of the passed in class will be searched as well |
Implemented in UAssetRegistryImpl.
|
pure virtual |
Gets asset data for the assets in the package with the specified package name
| PackageName | the package name for the requested assets (eg, /Game/MyFolder/MyAsset) |
| OutAssetData | the list of assets in this path |
| bIncludeOnlyOnDiskAssets | If true, use only DiskGatheredData, do not calculate from UObjects. |
| bSkipARFilteredAssets | If true, skips Objects that return true for IsAsset but are not assets in the current platform. |
Implemented in UAssetRegistryImpl.
|
pure virtual |
Gets asset data for all assets in the supplied folder path
| PackagePath | the path to query asset data in (eg, /Game/MyFolder) |
| OutAssetData | the list of assets in this path |
| bIncludeOnlyOnDiskAssets | If true, use only DiskGatheredData, do not calculate from UObjects. |
| bRecursive | if true, all supplied paths will be searched recursively |
Implemented in UAssetRegistryImpl.
|
pure virtual |
Gets asset data for all assets in any of the supplied folder paths
| PackagePaths | the paths to query asset data in (eg, /Game/MyFolder) |
| OutAssetData | the list of assets in this path |
| bIncludeOnlyOnDiskAssets | If true, use only DiskGatheredData, do not calculate from UObjects. |
| bRecursive | if true, all supplied paths will be searched recursively |
Implemented in UAssetRegistryImpl.
|
pure virtual |
Gets asset data for all assets with the supplied tags, regardless of their value
| AssetTags | the tags associated with the assets requested |
| OutAssetData | the list of assets with any of the given tags |
Implemented in UAssetRegistryImpl.
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pure virtual |
Gets asset data for all assets with the supplied tags and values
| AssetTagsAndValues | the tags and values associated with the assets requested |
| OutAssetData | the list of assets with any of the given tags and values |
Implemented in UAssetRegistryImpl.
Returns the set of empty package names fast iteration
Implemented in UAssetRegistryImpl.
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inlinestatic |
|
pure virtual |
Implemented in UAssetRegistryImpl.
|
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.
| AssetIdentifier | The name of the package/name for which to gather dependencies. |
| OutDependencies | A list of things that are referenced by AssetIdentifier. |
| Category | Which category(ies) of dependencies to include in the output list. Dependencies matching ANY of the OR'd categories will be returned. |
| Flags | Which 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.
|
pure virtual |
Gets a list of PackageNames that are referenced by the supplied package. Only returns dependencies reported in the on-disk package.
| PackageName | The name of the package for which to gather dependencies (eg, /Game/MyFolder/MyAsset) |
| OutDependencies | A list of packages that are referenced by the package whose path is PackageName |
| Category | Which category(ies) of dependencies to include in the output list. Dependencies matching ANY of the OR'd categories will be returned. |
| Flags | Which 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.
|
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.
| PackageName | Name of the package to find, may be a LongPackageName or ShortPackageName. |
Implemented in UAssetRegistryImpl.
|
pure virtual |
Implemented in UAssetRegistryImpl.
|
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.
| Filter | filter to apply to the assets in the AssetRegistry |
| OutAssetData | the list of assets in this path |
| bSkipARFilteredAssets | If true, skips Objects that return true for IsAsset but are not assets in the current platform. |
Implemented in UAssetRegistryImpl.
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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.
| PackageName | Name of the package to find, may be a LongPackageName or ShortPackageName. |
| OutPackageNames | All discovered matching LongPackageNames are appended to this array. |
Implemented in UAssetRegistryImpl.
|
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.
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pure virtual |
Implemented in UAssetRegistryImpl.
|
pure virtual |
Gets a list of AssetIdentifiers or FAssetDependencies that reference the supplied AssetIdentifier. Only returns referencers reported in the on-disk package.
| AssetIdentifier | The name of the package/name for which to gather referencers (eg, /Game/MyFolder/MyAsset) |
| OutReferencers | A list of things that reference AssetIdentifier. |
| Category | Which 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. |
| Flags | Which 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.
|
pure virtual |
Gets a list of PackageNames that reference the supplied package. (On disk references ONLY)
| PackageName | The name of the package for which to gather dependencies (eg, /Game/MyFolder/MyAsset) |
| OutReferencers | A list of packages that reference the package whose path is PackageName |
| Category | Which 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. |
| Flags | Which 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.
|
pure virtual |
Gets a list of all paths by name that are currently cached below the passed-in base path
Implemented in UAssetRegistryImpl.
|
pure virtual |
Gets a list of all paths that are currently cached below the passed-in base path
Implemented in UAssetRegistryImpl.
Returns true if temporary caching mode enabled
Implemented in UAssetRegistryImpl.
|
pure virtual |
Gets paths for all Verse files in the supplied folder
| PackagePath | the path to query asset data in (e.g. /Game/MyFolder) |
| OutFilePaths | the list of Verse files in this path, as pseudo UE LongPackagePaths with extension (e.g. /Game/MyFolder/MyVerseFile.verse) |
| bRecursive | if true, the supplied path will be searched recursively |
Implemented in UAssetRegistryImpl.
|
pure virtual |
Does the given path contain assets, optionally also testing sub-paths?
| PackagePath | the path to query asset data in (eg, /Game/MyFolder) |
| bRecursive | if true, the supplied path will be tested recursively |
Implemented in UAssetRegistryImpl.
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.
|
pure virtual |
Returns whether the supplied folder contains any verse file
| PackagePath | the path to query asset data in (e.g. /Game/MyFolder) |
| bRecursive | if true, the supplied path will be searched recursively |
Implemented in UAssetRegistryImpl.
|
virtual |
Fills in FAssetRegistrySerializationOptions from ini, optionally using a target platform ini name
|
pure virtual |
Fills in FAssetRegistrySerializationOptions from ini, optionally using a target platform
Implemented in UAssetRegistryImpl.
|
pure virtual |
Fills in a AssetRegistryState with a copy of the data in the internal cache, overriding some
| OutState | This will be filled in with a copy of the asset data, platform data, and dependency data |
| Options | Serialization options that will be used to write this later |
| bRefreshExisting | If true, will not delete or add packages in OutState and will just update things that already exist |
| RequiredPackages | If non-empty, only packages in this set will be kept. |
| RemovePackages | If non-empty, packages in this set will not be kept. |
Implemented in UAssetRegistryImpl.
|
pure virtual |
Tests to see whether the given asset would be excluded (fails) the given filter
Implemented in UAssetRegistryImpl.
|
pure virtual |
Tests to see whether the given asset would be included (passes) the given filter
Implemented in UAssetRegistryImpl.
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.
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.
|
pure virtual |
Indicates if path should be beautified before presented to the user.
| InAssetPath | Path of the asset to check |
Implemented in UAssetRegistryImpl.
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.
Whether searching is done async (and was started at startup), or synchronously and on-demand, requiring ScanPathsSynchronous or SearchAllAssets.
Implemented in UAssetRegistryImpl.
|
virtual |
Gets the asset data for the specified object path
| ObjectPath | the path of the object to be looked up |
| bIncludeOnlyOnDiskAssets | If true, use only DiskGatheredData, do not calculate from UObjects. |
| bSkipARFilteredAssets | If true, skips Objects that return true for IsAsset but are not assets in the current platform. |
|
pure virtual |
Load FAssetData from the specified package filename
Implemented in UAssetRegistryImpl.
|
pure virtual |
Load FPackageRegistry data from the supplied package
Implemented in UAssetRegistryImpl.
|
pure virtual |
Implemented in UAssetRegistryImpl.
|
pure virtual |
Implemented in UAssetRegistryImpl.
|
pure virtual |
Implemented in UAssetRegistryImpl.
|
pure virtual |
Implemented in UAssetRegistryImpl.
|
pure virtual |
Event for when assets are added to the registry to handle batches more efficiently
Implemented in UAssetRegistryImpl.
|
pure virtual |
Event for when assets are removed from the registry
Implemented in UAssetRegistryImpl.
|
pure virtual |
Event for when assets are updated in the registry
Implemented in UAssetRegistryImpl.
|
pure virtual |
Event for when assets are updated on disk and have been refreshed in the assetregistry
Implemented in UAssetRegistryImpl.
|
pure virtual |
Implemented in UAssetRegistryImpl.
|
pure virtual |
Event for when assets are updated on disk and have been refreshed in the assetregistry
Implemented in UAssetRegistryImpl.
|
pure virtual |
Implemented in UAssetRegistryImpl.
|
pure virtual |
Implemented in UAssetRegistryImpl.
|
pure virtual |
Implemented in UAssetRegistryImpl.
|
pure virtual |
Implemented in UAssetRegistryImpl.
|
pure virtual |
Implemented in UAssetRegistryImpl.
|
pure virtual |
Implemented in UAssetRegistryImpl.
|
pure virtual |
Implemented in UAssetRegistryImpl.
|
pure virtual |
Implemented in UAssetRegistryImpl.
|
pure virtual |
Implemented in UAssetRegistryImpl.
|
pure virtual |
Implemented in UAssetRegistryImpl.
|
pure virtual |
Implemented in UAssetRegistryImpl.
|
pure virtual |
Implemented in UAssetRegistryImpl.
|
pure virtual |
Implemented in UAssetRegistryImpl.
|
pure virtual |
Implemented in UAssetRegistryImpl.
Informs the asset registry that an in-memory package has been deleted, and all associated assets should be removed
Implemented in UAssetRegistryImpl.
Implemented in UAssetRegistryImpl.
Queries whether the given path exists in the set of cached paths
Implemented in UAssetRegistryImpl.
|
pure virtual |
Hint the streaming installers to prioritize a specific asset for install.
| FAssetData | the asset which needs to have installation prioritized |
Implemented in UAssetRegistryImpl.
If assets are currently being asynchronously scanned in the specified path, this will cause them to be scanned before other assets.
Implemented in UAssetRegistryImpl.
|
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.
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.
|
pure virtual |
Trims items out of the asset data list that do not pass the supplied filter
|
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.
|
pure virtual |
Forces a rescan of specific filenames, call this when you need to refresh from disk
Implemented in UAssetRegistryImpl.
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pure virtual |
Implemented in UAssetRegistryImpl.
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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.
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pure virtual |
Scan the supplied paths and files recursively right now and populate the asset registry.
Implemented in UAssetRegistryImpl.
Look for all assets on disk (can be async or synchronous)
Implemented in UAssetRegistryImpl.
Serialize the registry to/from a file, skipping editor only data
Implemented in UAssetRegistryImpl.
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pure virtual |
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protectedpure virtual |
Implemented in UAssetRegistryImpl.
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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.
Implemented in UAssetRegistryImpl.
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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.
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.
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.
If true, the AssetRegistry updates its on-disk information for an Asset whenever that Asset loads.
Implemented in UAssetRegistryImpl.
Tick the asset registry
Implemented in UAssetRegistryImpl.
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pure virtual |
Tries to get the asset data for the specified object path
| ObjectPath | the path of the object to be looked up |
| OutAssetData | out FAssetData |
Implemented in UAssetRegistryImpl.
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pure virtual |
Tries to get the pacakge data for a specified path
| PackageName | name of the package |
| OutAssetPackageData | out FAssetPackageData |
Implemented in UAssetRegistryImpl.
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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
| PackageName | name of the package |
| OutAssetPackageData | out FAssetPackageData |
| OutCorrectCasePackageName | out FName matching filesystem casing |
Implemented in UAssetRegistryImpl.
| 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)
| PackageName | The name of the package for which to gather dependencies (eg, /Game/MyFolder/MyAsset) |
| DependencyOptions | Which kinds of dependencies to include in the output list |
| OutDependencies | A list of packages that are referenced by the package whose path is PackageName |
| 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)
| PackageName | the name of the package for which to gather dependencies (eg, /Game/MyFolder/MyAsset) |
| ReferenceOptions | which kinds of references to include in the output list |
| OutReferencers | a list of packages that reference the package whose path is PackageName |
| 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.
| 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.
|
pure virtual |
Trims items out of the asset data list that pass the supplied filter
Implemented in UAssetRegistryImpl.
|
pure virtual |
Trims items out of the asset data list that pass the supplied filter
Informs the asset registry that a Verse file has been created on disk
Implemented in UAssetRegistryImpl.
Informs the asset registry that a Verse file has been deleted from disk
Implemented in UAssetRegistryImpl.
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.
Wait for the scan of a specific package to be complete
Implemented in UAssetRegistryImpl.
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.
|
friend |
| const FAssetRegistryDependencyOptions TArray<FName>& OutDependencies IAssetRegistry::const |
| const FAssetRegistryDependencyOptions TArray<FName>& OutReferencers IAssetRegistry::const |
| TArray<FTopLevelAssetPath>& OutAncestorClassNames IAssetRegistry::const = 0 |
| const TSet<FTopLevelAssetPath> TSet<FTopLevelAssetPath>& OutDerivedClassNames IAssetRegistry::const = 0 |
| const FAssetRegistryDependencyOptions& IAssetRegistry::DependencyOptions |
| const TSet<FTopLevelAssetPath>& IAssetRegistry::ExcludedClassNames |
| const FAssetRegistryDependencyOptions& IAssetRegistry::ReferenceOptions |