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