UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FAssetBundleData Struct Reference

#include <AssetBundleData.h>

Public Member Functions

UE_FORCEINLINE_HINT FAssetBundleData ()
 
UE_FORCEINLINE_HINT ~FAssetBundleData ()
 
 FAssetBundleData (const FAssetBundleData &)=default
 
 FAssetBundleData (FAssetBundleData &&)=default
 
FAssetBundleDataoperator= (const FAssetBundleData &)=default
 
FAssetBundleDataoperator= (FAssetBundleData &&)=default
 
bool operator== (const FAssetBundleData &Other) const
 
bool operator!= (const FAssetBundleData &Other) const
 
COREUOBJECT_API FAssetBundleEntryFindEntry (FName SearchName)
 
COREUOBJECT_API void AddBundleAsset (FName BundleName, const FSoftObjectPath &AssetPath)
 
template<typename T >
void AddBundleAsset (FName BundleName, const TSoftObjectPtr< T > &SoftObjectPtr)
 
COREUOBJECT_API void AddBundleAssets (FName BundleName, const TArray< FSoftObjectPath > &AssetPaths)
 
COREUOBJECT_API void SetBundleAssets (FName BundleName, TArray< FSoftObjectPath > &&AssetPaths)
 
COREUOBJECT_API void AddBundleAsset (FName BundleName, const FTopLevelAssetPath &AssetPath)
 
COREUOBJECT_API void AddBundleAssets (FName BundleName, const TArray< FTopLevelAssetPath > &AssetPaths)
 
COREUOBJECT_API void SetBundleAssets (FName BundleName, TArray< FTopLevelAssetPath > &&AssetPaths)
 
COREUOBJECT_API void AddBundleAssetTruncated (FName BundleName, const FSoftObjectPath &AssetPath)
 
COREUOBJECT_API void AddBundleAssetsTruncated (FName BundleName, const TArray< FSoftObjectPath > &AssetPaths)
 
COREUOBJECT_API void SetBundleAssetsTruncated (FName BundleName, const TArray< FSoftObjectPath > &AssetPaths)
 
COREUOBJECT_API void Reset ()
 
COREUOBJECT_API bool ExportTextItem (FString &ValueStr, FAssetBundleData const &DefaultValue, UObject *Parent, int32 PortFlags, UObject *ExportRootScope) const
 
COREUOBJECT_API bool ImportTextItem (const TCHAR *&Buffer, int32 PortFlags, UObject *Parent, FOutputDevice *ErrorText)
 
COREUOBJECT_API FString ToDebugString () const
 

Public Attributes

TArray< FAssetBundleEntryBundles
 

Detailed Description

A struct with a list of asset bundle entries. If one of these is inside a UObject it will get automatically exported as the asset registry tag AssetBundleData

Constructor & Destructor Documentation

◆ FAssetBundleData() [1/3]

UE_FORCEINLINE_HINT FAssetBundleData::FAssetBundleData ( )
inline

Declare constructors inline so this can be a header only class

◆ ~FAssetBundleData()

UE_FORCEINLINE_HINT FAssetBundleData::~FAssetBundleData ( )
inline

◆ FAssetBundleData() [2/3]

FAssetBundleData::FAssetBundleData ( const FAssetBundleData )
default

◆ FAssetBundleData() [3/3]

FAssetBundleData::FAssetBundleData ( FAssetBundleData &&  )
default

Member Function Documentation

◆ AddBundleAsset() [1/3]

void FAssetBundleData::AddBundleAsset ( FName  BundleName,
const FSoftObjectPath AssetPath 
)

Adds or updates an entry with the given BundleName -> Path. Scope is empty and will be filled in later

◆ AddBundleAsset() [2/3]

void FAssetBundleData::AddBundleAsset ( FName  BundleName,
const FTopLevelAssetPath AssetPath 
)

Adds or updates an entry with the given BundleName -> Path.

◆ AddBundleAsset() [3/3]

template<typename T >
void FAssetBundleData::AddBundleAsset ( FName  BundleName,
const TSoftObjectPtr< T > &  SoftObjectPtr 
)
inline

◆ AddBundleAssets() [1/2]

void FAssetBundleData::AddBundleAssets ( FName  BundleName,
const TArray< FSoftObjectPath > &  AssetPaths 
)

Adds multiple assets at once

◆ AddBundleAssets() [2/2]

void FAssetBundleData::AddBundleAssets ( FName  BundleName,
const TArray< FTopLevelAssetPath > &  AssetPaths 
)

Adds multiple assets at once

◆ AddBundleAssetsTruncated()

void FAssetBundleData::AddBundleAssetsTruncated ( FName  BundleName,
const TArray< FSoftObjectPath > &  AssetPaths 
)

Adds multiple assets at once, truncating to top-level asset paths if necessary

◆ AddBundleAssetTruncated()

void FAssetBundleData::AddBundleAssetTruncated ( FName  BundleName,
const FSoftObjectPath AssetPath 
)

Adds or updates an entry with the given BundleName -> Path, truncating to a top-level asset path if necessary.

◆ ExportTextItem()

bool FAssetBundleData::ExportTextItem ( FString &  ValueStr,
FAssetBundleData const &  DefaultValue,
UObject Parent,
int32  PortFlags,
UObject ExportRootScope 
) const

Override Import/Export to not write out empty structs

◆ FindEntry()

FAssetBundleEntry * FAssetBundleData::FindEntry ( FName  SearchName)

Returns pointer to an entry with given Scope/Name

◆ ImportTextItem()

bool FAssetBundleData::ImportTextItem ( const TCHAR *&  Buffer,
int32  PortFlags,
UObject Parent,
FOutputDevice ErrorText 
)

◆ operator!=()

bool FAssetBundleData::operator!= ( const FAssetBundleData Other) const
inline

◆ operator=() [1/2]

FAssetBundleData & FAssetBundleData::operator= ( const FAssetBundleData )
default

◆ operator=() [2/2]

FAssetBundleData & FAssetBundleData::operator= ( FAssetBundleData &&  )
default

◆ operator==()

bool FAssetBundleData::operator== ( const FAssetBundleData Other) const
inline

Equality

◆ Reset()

void FAssetBundleData::Reset ( )

Resets the data to defaults

◆ SetBundleAssets() [1/2]

void FAssetBundleData::SetBundleAssets ( FName  BundleName,
TArray< FSoftObjectPath > &&  AssetPaths 
)

A fast set of asset bundle assets, will destroy copied in path list

◆ SetBundleAssets() [2/2]

void FAssetBundleData::SetBundleAssets ( FName  BundleName,
TArray< FTopLevelAssetPath > &&  AssetPaths 
)

A fast set of asset bundle assets, will destroy copied in path list

◆ SetBundleAssetsTruncated()

void FAssetBundleData::SetBundleAssetsTruncated ( FName  BundleName,
const TArray< FSoftObjectPath > &  AssetPaths 
)

Replaces the contents of this bundle with the given assets, truncating to top-level asset paths if necessary.

◆ ToDebugString()

FString FAssetBundleData::ToDebugString ( ) const

Member Data Documentation

◆ Bundles

TArray<FAssetBundleEntry> FAssetBundleData::Bundles

List of bundles defined


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