UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UE::AssetRegistry Namespace Reference

Namespaces

namespace  DependsNode
 
namespace  Impl
 
namespace  Premade
 
namespace  Private
 
namespace  Utils
 

Classes

class  FAssetRegistryImpl
 
struct  FDependencyQuery
 
struct  FDeserializeObjectPackageData
 
struct  FDeserializePackageData
 
struct  FDeserializeTagData
 
class  FFiltering
 
class  FNameMapAwareArchive
 
struct  FPackageCustomVersion
 
class  FPackageCustomVersionsHandle
 
struct  FReadPackageDataDependenciesArgs
 
class  FRWScopeLockWithPriority
 
class  FScopedHighPriorityWaitTracker
 
struct  FSetManageReferencesContext
 
struct  FSetManageReferencesNodeData
 
struct  FSetManageReferencesScratch
 
struct  FShouldSetManagerContext
 
struct  FWritePackageDataArgs
 
class  TRWScopeLockWithPriority
 

Typedefs

using FSetManageReferencesNodeDataMap = TMap< FDependsNode *, TUniquePtr< FSetManageReferencesNodeData > >
 
using FInterfaceReadScopeLock = TRWScopeLockWithPriority< UE::TReadScopeLock< Private::FRWLockWithPriority > >
 
using FInterfaceWriteScopeLock = TRWScopeLockWithPriority< UE::TWriteScopeLock< Private::FRWLockWithPriority > >
 
using FInterfaceRWScopeLock = FRWScopeLockWithPriority
 
using FChunkArrayRegistryHandle = FSetElementId
 

Enumerations

enum class  EManageSearchColor : uint8 { CookRule = 0 , Chunking = 1 , Num }
 
enum class  EManageSearchColorBit : uint32 { None = 0 , CookRule = (1 << static_cast<int32>(EManageSearchColor::CookRule)) , Chunking = (1 << static_cast<int32>(EManageSearchColor::Chunking)) , All = CookRule | Chunking }
 
enum class  EDeferFlag { CanExecuteGameThread , RetryLater , QueueToGameThread , BypassNow }
 
enum class  EScanFlags : uint32 {
  None = 0 , ForceRescan = 1 << 0 , IgnoreDenyListScanFilters = 1 << 1 , WaitForInMemoryObjects = 1 << 2 ,
  IgnoreInvalidPathWarning = 1 << 3
}
 
enum class  EAssetSetManagerAssetFlags : uint32 { None = 0x0 , ScriptPackage = 0x1 }
 
enum class  EAppendMode { Rebuild , OnlyUpdateExisting , Append , OnlyUpdateNew }
 
enum  EReadPackageDataMainErrorCode { Unknown = 0 , InvalidObjectCount = 1 , InvalidTagCount = 2 , InvalidTag = 3 }
 
enum class  EGetMostImportantAssetFlags { None = 0 , RequireOneTopLevelAsset = 0x1 , IgnoreSkipClasses = 0x2 }
 
enum class  EDependencyCategory : uint8 {
  Package = 0x01 , Manage = 0x02 , SearchableName = 0x04 , None = 0x0 ,
  All = Package | Manage | SearchableName
}
 
enum class  EDependencyProperty : uint8 {
  None = 0 , Hard = 1 << 0 , Game = 1 << 1 , Build = 1 << 2 ,
  PackageMask = Hard | Game | Build , SearchableNameMask = None , Direct = 1 << 3 , CookRule = 1 << 4 ,
  ManageMask = Direct | CookRule , AllMask = PackageMask | SearchableNameMask | ManageMask
}
 
enum class  EDependencyQuery : uint32 {
  NoRequirements = 0 , Hard = 1 << 0 , NotHard = 1 << 1 , Soft = NotHard ,
  Game = 1 << 2 , NotGame = 1 << 3 , EditorOnly = NotGame , Build = 1 << 4 ,
  NotBuild = 1 << 5 , Propagation = 1 << 6 , Direct = 1 << 8 , NotDirect = 1 << 9 ,
  Indirect = NotDirect , CookRule = 1 << 10 , NotCookRule = 1 << 11 , ChunkOnly = NotCookRule ,
  PackageMask = Hard | NotHard | Game | NotGame | Build | NotBuild , SearchableNameMask = 0x0000 , ManageMask = Direct | NotDirect | CookRule | NotCookRule
}
 
enum class  ESerializationTarget : uint8 { ForGame , ForDevelopment }
 
enum class  EExists { DoesNotExist , Exists , Unknown }
 
enum class  EEnumerateAssetsFlags : uint32 {
  None = 0 , OnlyOnDiskAssets = (1 << 0) , AllowUnmountedPaths = (1 << 1) , AllowUnfilteredArAssets = (1 << 2) ,
  AllowAll = AllowUnmountedPaths | AllowUnfilteredArAssets , Parallel = (1 << 3)
}
 
enum class  EEnumeratePackagesFlags : uint32 { None = 0 , Parallel = (1 << 0) }
 
enum class  EExtraDependencyFlags : uint32 { None = 0 , Build = 0x1 , PropagateManage = 0x2 }
 

Functions

FString LexToString (EScanFlags Flags)
 
 ENUM_CLASS_FLAGS (EManageSearchColorBit)
 
const FAssetDataGetMostImportantAsset (TConstArrayView< const FAssetData * > PackageAssetDatas, EGetMostImportantAssetFlags InFlags)
 
void GetAssetForPackages (TConstArrayView< FName > PackageNames, TMap< FName, FAssetData > &OutPackageToAssetData)
 
bool ShouldSearchAllAssetsAtStart ()
 
FString CreateStandardFilename (const FString &InPath)
 
FString ReconstructFullClassPath (FArchive &BinaryArchive, const FString &PackageName, const FPackageFileSummary &PackageFileSummary, const FString &AssetClassName, const TArray< FObjectImport > *InImports=nullptr, const TArray< FObjectExport > *InExports=nullptr)
 
bool ReadPackageDataMain (FArchive &BinaryArchive, const FString &PackageName, const FPackageFileSummary &PackageFileSummary, int64 &OutDependencyDataOffset, TArray< FAssetData * > &OutAssetDataList, EReadPackageDataMainErrorCode &OutError, const TArray< FObjectImport > *InImports, const TArray< FObjectExport > *InExports)
 
bool ReadPackageDataDependencies (FReadPackageDataDependenciesArgs &Args)
 
 ENUM_CLASS_FLAGS (EScanFlags)
 
 ENUM_CLASS_FLAGS (EAssetSetManagerAssetFlags)
 
uint32 GetTypeHash (const FARFilter &Filter)
 
FARFilter ConvertToNonCompiledFilter (const FARCompiledFilter &CompiledFilter)
 
FName GetScriptPackageNameCoreUObject ()
 
FName GetScriptPackageNameEngine ()
 
FName GetScriptPackageNameBlueprintGraph ()
 
FName GetScriptPackageNameUnrealEd ()
 
FName GetClassNameObject ()
 
FName GetClassNameObjectRedirector ()
 
FName GetClassNameBlueprintCore ()
 
FName GetClassNameBlueprint ()
 
FName GetClassNameBlueprintGeneratedClass ()
 
FTopLevelAssetPath GetClassPathObject ()
 
FTopLevelAssetPath GetClassPathObjectRedirector ()
 
FTopLevelAssetPath GetClassPathBlueprintCore ()
 
FTopLevelAssetPath GetClassPathBlueprint ()
 
FTopLevelAssetPath GetClassPathBlueprintGeneratedClass ()
 
 ENUM_CLASS_FLAGS (EDependencyCategory)
 
 ENUM_CLASS_FLAGS (EDependencyProperty)
 
 ENUM_CLASS_FLAGS (EDependencyQuery)
 
 ENUM_CLASS_FLAGS (EEnumerateAssetsFlags)
 
 ENUM_CLASS_FLAGS (EEnumeratePackagesFlags)
 
 ENUM_CLASS_FLAGS (EExtraDependencyFlags)
 
 UE_DEPRECATED (5.5, "Use version that takes FWritePackageDataArgs")
 

Variables

const FName WildcardFName (TEXT("*"))
 
const FTopLevelAssetPath WildcardPathName (TEXT("/*"), TEXT("*"))
 
const FName Stage_ChunkCountFName (TEXT("Stage_ChunkCount"))
 
const FName Stage_ChunkSizeFName (TEXT("Stage_ChunkSize"))
 
const FName Stage_ChunkCompressedSizeFName (TEXT("Stage_ChunkCompressedSize"))
 
const FName Stage_ChunkInstalledSizeFName (TEXT("Stage_ChunkInstalledSize"))
 
const FName Stage_ChunkStreamingSizeFName (TEXT("Stage_ChunkStreamingSize"))
 
const FName Stage_ChunkOptionalSizeFName (TEXT("Stage_ChunkOptionalSize"))
 
constexpr int32 ManageSearchColorsNum = static_cast<int32>(EManageSearchColor::Num)
 
constexpr int32 FARCompactBinaryVersion = 1
 
constexpr FStringView CookTagPrefix = TEXTVIEW("Cook_")
 

Typedef Documentation

◆ FChunkArrayRegistryHandle

◆ FInterfaceReadScopeLock

◆ FInterfaceRWScopeLock

◆ FInterfaceWriteScopeLock

◆ FSetManageReferencesNodeDataMap

Enumeration Type Documentation

◆ EAppendMode

Enum controlling how FAssetRegistryStates are merged during Append functions, e.g. when adding plugin's serialized AssetRegistry into global AssetRegistry.

Enumerator
Rebuild 
OnlyUpdateExisting 
Append 
OnlyUpdateNew 

◆ EAssetSetManagerAssetFlags

Properties about each node in the graph search conducted from SetManageReferences.

Enumerator
None 
ScriptPackage 

◆ EDeferFlag

Options for how AssetRegistry functions should handle operations that must only be run on the gamethread.

Enumerator
CanExecuteGameThread 

The function is running on the gamethread currently, it can execute the operation.

RetryLater 

The function should mark itself temporarily failed and the caller will try again later.

QueueToGameThread 

The function should send a message to the game thread to execute the operation there.

BypassNow 

The function can not execute, can not defer, cannot queue; it has to complete its task now. Skip the operation, and log warnings or errors if the skipping will cause problems.

◆ EDependencyCategory

Multiple meanings of dependency are used in the AssetRegistry; the category specifes which meaning is referred to. During queries for dependencies, the Category variable can be a bitfield combination of Category values, in which case dependencies in any of the specified categories are returned.

Enumerator
Package 
Manage 
SearchableName 
None 
All 

◆ EDependencyProperty

Properties that might be possessed by a dependency. Each property is specific to a EDependencyCategory value.

Enumerator
None 
Hard 

The target asset must be loaded before the source asset can finish loading.The lack of this property is known as a Soft dependency, and indicates only that the source asset expects the target asset to be loadable on demand.

Game 

The target asset is needed in the game as well as the editor. The lack of this property is known as an EditorOnly dependency.

Build 

Fields on the target asset are used in the transformation of the source asset during cooking in addition to being required in the game or editor. The lack of this property indicates that the target asset is required in game or editor, but is not required during cooking.

PackageMask 
SearchableNameMask 
Direct 

The target asset was specified explicitly as a managee by the source asset. Lack of this property is known as an indirect dependency; the target asset is reachable by following the transitive closure of Direct Manage Dependencies and Package dependencies from the source asset.

CookRule 

The manager manages the target for the purposes of deciding its CookRule in addition to deciding its Chunk assignment. Lack of this property is known as a ChunkOnly dependency. Every manage dependency used for deciding the CookRule also decides the Chunk; Chunk assignment is a superset of CookRule assignment.

ManageMask 
AllMask 

◆ EDependencyQuery

Flags that specify required properties (or required-not-present properties) for a dependency to be returned from a query. Values in this enum correspond to values in EDependencyProperty; each EDependencyProperty value has a positive and negative equivalent in this enum. This allows a single bitfield to indicate required-present, required-not-present, or dont-care for each property. For any category-specific values, those values apply only to dependencies in the category, and do not impose restrictions on dependencies from other categories.

Enumerator
NoRequirements 
Hard 

Return only dependencies with EDependencyProperty::Hard.

NotHard 

Return only dependencies without EDependencyProperty::Hard.

Soft 
Game 

Return only dependencies with EDependencyProperty::Game.

NotGame 

Return only dependencies without EDependencyProperty::Game.

EditorOnly 
Build 

Return only dependencies with EDependencyProperty::Build.

NotBuild 

Return only dependencies without EDependencyProperty::Build.

Propagation 

Return only dependencies that cause propagation of manage dependencies, which means either Game or Build. Presence of the Propagation flag in a query causes the Game, NotGame, EditorOnly, Build, and NotBuild flags to be ignored in the query if present. Either Game or Build is sufficient to pass the query no matter which of those other flags are present. Hard vs Soft is still respected, and Soft Build or Soft Game dependencies will be skipped query if Hard is required.

Direct 

Return only dependencies with EDependencyProperty::Direct.

NotDirect 

Return only dependencies without EDependencyProperty::Direct.

Indirect 
CookRule 

Return only dependencies with EDependencyProperty::CookRule.

NotCookRule 

Return only dependencies without EDependencyProperty::CookRule.

ChunkOnly 
PackageMask 
SearchableNameMask 
ManageMask 

◆ EEnumerateAssetsFlags

Enumerator
None 

No flags. This implies a request to filter by some properties, because filtering is the default state that that is turned off by some flags; see e.g. AllowUnfilteredAssets.

OnlyOnDiskAssets 

If set, only DiskGatheredData are returned, AssetDatas are not created from in-memory UObjects.

AllowUnmountedPaths 

If set, unmounted asset paths (!FPackageName::IsValidPath) are returned. When not set (the default), they are skipped.

AllowUnfilteredArAssets 

If set, asset paths are returned even if UE::AssetRegistry::FFiltering::ShouldSkipAsset is true for them. When not set (the default), they are skipped.

AllowAll 

All allowflags are set, no discovered assets are filtered. Does not impact memory vs OnDiskAssets; in-memory assets may still be skipped even if this flag is set, depending on whether OnlyOnDiskAssets is set.

Parallel 

Enumeration of the Assets is done with ParallelFor; the callback must be threadsafe. This flag is a request only, and some functions may not support it or may ignore it if not performant; caller must behave correctly if callbacks are called singlethreadedly.

◆ EEnumeratePackagesFlags

Enumerator
None 
Parallel 

◆ EExists

Return values for AssetRegistry functions

Enumerator
DoesNotExist 
Exists 
Unknown 

◆ EExtraDependencyFlags

Bitfield of flags written into a package's AssetRegistry DependencyData section to represent what kind of dependency is stored for each PackageName in ExtraPackageDependencies. Values are serialized as integers; new bits can be added as necessary, but the integer values for existing enum values may not be changed.

Enumerator
None 
Build 
PropagateManage 

◆ EGetMostImportantAssetFlags

Enumerator
None 
RequireOneTopLevelAsset 
IgnoreSkipClasses 

◆ EManageSearchColor

In SetManagerReferences, we execute a graph search within the graph of PackageDependencies for Assets to decide which Assets should be marked as having Managed properties. We use a graph search painting algorithm to apply multiple properties within a single graph search. A painting algorithm keeps track of the current list of properties to apply to each visited vertex, and filters that list of properties depending on the edge properties when traversing an edge. The list of Managed properties we paint during SetManageReferences is given by the values of EManageSearchColor.

Enumerator
CookRule 
Chunking 
Num 

◆ EManageSearchColorBit

Enumerator
None 
CookRule 
Chunking 
All 

◆ EReadPackageDataMainErrorCode

Enumerator
Unknown 
InvalidObjectCount 
InvalidTagCount 
InvalidTag 

◆ EScanFlags

Enumerator
None 
ForceRescan 
IgnoreDenyListScanFilters 
WaitForInMemoryObjects 
IgnoreInvalidPathWarning 

◆ ESerializationTarget

Options used to read/write the DevelopmentAssetRegistry when serializing, which includes all data

Enumerator
ForGame 
ForDevelopment 

Function Documentation

◆ ConvertToNonCompiledFilter()

COREUOBJECT_API FARFilter UE::AssetRegistry::ConvertToNonCompiledFilter ( const FARCompiledFilter CompiledFilter)

◆ CreateStandardFilename()

FString UE::AssetRegistry::CreateStandardFilename ( const FString &  InPath)

◆ ENUM_CLASS_FLAGS() [1/9]

UE::AssetRegistry::ENUM_CLASS_FLAGS ( EAssetSetManagerAssetFlags  )

◆ ENUM_CLASS_FLAGS() [2/9]

UE::AssetRegistry::ENUM_CLASS_FLAGS ( EDependencyCategory  )

◆ ENUM_CLASS_FLAGS() [3/9]

UE::AssetRegistry::ENUM_CLASS_FLAGS ( EDependencyProperty  )

◆ ENUM_CLASS_FLAGS() [4/9]

UE::AssetRegistry::ENUM_CLASS_FLAGS ( EDependencyQuery  )

◆ ENUM_CLASS_FLAGS() [5/9]

UE::AssetRegistry::ENUM_CLASS_FLAGS ( EEnumerateAssetsFlags  )

◆ ENUM_CLASS_FLAGS() [6/9]

UE::AssetRegistry::ENUM_CLASS_FLAGS ( EEnumeratePackagesFlags  )

◆ ENUM_CLASS_FLAGS() [7/9]

UE::AssetRegistry::ENUM_CLASS_FLAGS ( EExtraDependencyFlags  )

◆ ENUM_CLASS_FLAGS() [8/9]

UE::AssetRegistry::ENUM_CLASS_FLAGS ( EManageSearchColorBit  )

◆ ENUM_CLASS_FLAGS() [9/9]

UE::AssetRegistry::ENUM_CLASS_FLAGS ( EScanFlags  )

◆ GetAssetForPackages()

ASSETREGISTRY_API void UE::AssetRegistry::GetAssetForPackages ( TConstArrayView< FName PackageNames,
TMap< FName, FAssetData > &  OutPackageToAssetData 
)

Given a list of packages, gather the most important assets for each package. If multiple assets are in a package, the most important asset will be added. If a package does not exist or does not have any assets, no entry will be added for that package name.

◆ GetClassNameBlueprint()

COREUOBJECT_API FName UE::AssetRegistry::GetClassNameBlueprint ( )

◆ GetClassNameBlueprintCore()

COREUOBJECT_API FName UE::AssetRegistry::GetClassNameBlueprintCore ( )

◆ GetClassNameBlueprintGeneratedClass()

COREUOBJECT_API FName UE::AssetRegistry::GetClassNameBlueprintGeneratedClass ( )

◆ GetClassNameObject()

COREUOBJECT_API FName UE::AssetRegistry::GetClassNameObject ( )

◆ GetClassNameObjectRedirector()

COREUOBJECT_API FName UE::AssetRegistry::GetClassNameObjectRedirector ( )

◆ GetClassPathBlueprint()

COREUOBJECT_API FTopLevelAssetPath UE::AssetRegistry::GetClassPathBlueprint ( )

◆ GetClassPathBlueprintCore()

COREUOBJECT_API FTopLevelAssetPath UE::AssetRegistry::GetClassPathBlueprintCore ( )

◆ GetClassPathBlueprintGeneratedClass()

COREUOBJECT_API FTopLevelAssetPath UE::AssetRegistry::GetClassPathBlueprintGeneratedClass ( )

◆ GetClassPathObject()

COREUOBJECT_API FTopLevelAssetPath UE::AssetRegistry::GetClassPathObject ( )

◆ GetClassPathObjectRedirector()

COREUOBJECT_API FTopLevelAssetPath UE::AssetRegistry::GetClassPathObjectRedirector ( )

◆ GetMostImportantAsset()

ASSETREGISTRY_API const FAssetData * UE::AssetRegistry::GetMostImportantAsset ( TConstArrayView< const FAssetData * >  PackageAssetDatas,
EGetMostImportantAssetFlags  InFlags = EGetMostImportantAssetFlags::None 
)

Given a list of asset datas for a specific package, find an asset considered "most important" or "representative". This is distinct from a Primary asset, and is used for user facing representation of a package or other cases where you need to relate information about a package to an asset.

Usually there is only 1 asset per package so this is straightforward, however in the multiple asset case it: Tries to find the "UAsset" via the FAssetData::IsUAsset() function. (i.e. asset name matches package name) If none exist, tries to find a "Top Level Asset" using FAssetData::IsToplevelAsset(). (i.e. outer == package) If only one exists, use that. Otherwise, if EGetMostImportantAssetFlags::RequireOneTopLevelAsset isn't set, gather the set of possibles and return the first sorted on asset class then name. If no top level assets, all package assets If multiple top level assets, all top level assets

A good source for PackageAssetDatas is FAssetRegistryState::GetAssetsByPackageName.

◆ GetScriptPackageNameBlueprintGraph()

COREUOBJECT_API FName UE::AssetRegistry::GetScriptPackageNameBlueprintGraph ( )

◆ GetScriptPackageNameCoreUObject()

COREUOBJECT_API FName UE::AssetRegistry::GetScriptPackageNameCoreUObject ( )

◆ GetScriptPackageNameEngine()

COREUOBJECT_API FName UE::AssetRegistry::GetScriptPackageNameEngine ( )

◆ GetScriptPackageNameUnrealEd()

COREUOBJECT_API FName UE::AssetRegistry::GetScriptPackageNameUnrealEd ( )

◆ GetTypeHash()

COREUOBJECT_API uint32 UE::AssetRegistry::GetTypeHash ( const FARFilter Filter)

◆ LexToString()

ASSETREGISTRY_API FString UE::AssetRegistry::LexToString ( EScanFlags  Flags)

◆ ReadPackageDataDependencies()

ASSETREGISTRY_API bool UE::AssetRegistry::ReadPackageDataDependencies ( FReadPackageDataDependenciesArgs Args)

◆ ReadPackageDataMain()

ASSETREGISTRY_API bool UE::AssetRegistry::ReadPackageDataMain ( FArchive BinaryArchive,
const FString &  PackageName,
const FPackageFileSummary PackageFileSummary,
int64 OutDependencyDataOffset,
TArray< FAssetData * > &  OutAssetDataList,
EReadPackageDataMainErrorCode OutError,
const TArray< FObjectImport > *  InImports,
const TArray< FObjectExport > *  InExports 
)

◆ ReconstructFullClassPath()

FString UE::AssetRegistry::ReconstructFullClassPath ( FArchive BinaryArchive,
const FString &  PackageName,
const FPackageFileSummary PackageFileSummary,
const FString &  AssetClassName,
const TArray< FObjectImport > *  InImports = nullptr,
const TArray< FObjectExport > *  InExports = nullptr 
)

◆ ShouldSearchAllAssetsAtStart()

ASSETREGISTRY_API bool UE::AssetRegistry::ShouldSearchAllAssetsAtStart ( )

◆ UE_DEPRECATED()

UE::AssetRegistry::UE_DEPRECATED ( 5.  5,
"Use version that takes FWritePackageDataArgs"   
)

Variable Documentation

◆ CookTagPrefix

constexpr FStringView UE::AssetRegistry::CookTagPrefix = TEXTVIEW("Cook_")
inlineconstexpr

We have to store all tags as Name/String pairs, without any extra data for e.g. bIsCookTag, so we use a naming convention on the Name. The FAssetRegistryTagsContextData API prepends CookTagPrefix to tags specified as CookTags, and gives a warning and ignores any regular tags starting with CookTagPrefix.

◆ FARCompactBinaryVersion

constexpr int32 UE::AssetRegistry::FARCompactBinaryVersion = 1
constexpr

◆ ManageSearchColorsNum

constexpr int32 UE::AssetRegistry::ManageSearchColorsNum = static_cast<int32>(EManageSearchColor::Num)
constexpr

◆ Stage_ChunkCompressedSizeFName

ASSETREGISTRY_API const FName UE::AssetRegistry::Stage_ChunkCompressedSizeFName ( TEXT("Stage_ChunkCompressedSize")  )

◆ Stage_ChunkCountFName

ASSETREGISTRY_API const FName UE::AssetRegistry::Stage_ChunkCountFName ( TEXT("Stage_ChunkCount")  )

◆ Stage_ChunkInstalledSizeFName

ASSETREGISTRY_API const FName UE::AssetRegistry::Stage_ChunkInstalledSizeFName ( TEXT("Stage_ChunkInstalledSize")  )

◆ Stage_ChunkOptionalSizeFName

ASSETREGISTRY_API const FName UE::AssetRegistry::Stage_ChunkOptionalSizeFName ( TEXT("Stage_ChunkOptionalSize")  )

◆ Stage_ChunkSizeFName

ASSETREGISTRY_API const FName UE::AssetRegistry::Stage_ChunkSizeFName ( TEXT("Stage_ChunkSize")  )

◆ Stage_ChunkStreamingSizeFName

ASSETREGISTRY_API const FName UE::AssetRegistry::Stage_ChunkStreamingSizeFName ( TEXT("Stage_ChunkStreamingSize")  )

◆ WildcardFName

ASSETREGISTRY_API const FName UE::AssetRegistry::WildcardFName ( TEXT("*")  )

◆ WildcardPathName

ASSETREGISTRY_API const FTopLevelAssetPath UE::AssetRegistry::WildcardPathName ( TEXT("/*")  ,
TEXT("*")   
)