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

#include <AssetData.h>

Public Types

enum class  ECreationFlags { None = 0 , SkipAssetRegistryTagsGathering = 1 << 0 , AllowBlueprintClass = 1 << 1 }
 
using FChunkArray = TArray< int32, TInlineAllocator< 2 > >
 
using FChunkArrayView = TConstArrayView< int32 >
 

Public Member Functions

COREUOBJECT_API void SetTagsAndAssetBundles (FAssetDataTagMap &&Tags)
 
COREUOBJECT_API FChunkArrayView GetChunkIDs () const
 
COREUOBJECT_API void SetChunkIDs (FChunkArray &&InChunkIDs)
 
COREUOBJECT_API void SetChunkIDs (const FChunkArrayView &InChunkIDs)
 
COREUOBJECT_API void AddChunkID (int32 ChunkID)
 
COREUOBJECT_API void ClearChunkIDs ()
 
COREUOBJECT_API bool HasSameChunkIDs (const FAssetData &OtherAssetData) const
 
PRAGMA_DISABLE_DEPRECATION_WARNINGS FAssetData ()
 
 FAssetData (FAssetData &&)=default
 
 FAssetData (const FAssetData &)=default
 
FAssetDataoperator= (FAssetData &&)=default
 
FAssetDataoperator= (const FAssetData &)=default
 
PRAGMA_ENABLE_DEPRECATION_WARNINGS COREUOBJECT_API FAssetData (FName InPackageName, FName InPackagePath, FName InAssetName, FName InAssetClassName, FAssetDataTagMap InTags=FAssetDataTagMap(), TArrayView< const int32 > InChunkIDs=TArrayView< const int32 >(), uint32 InPackageFlags=0)
 
COREUOBJECT_API FAssetData (const FString &InLongPackageName, const FString &InObjectPath, FName InAssetClassName, FAssetDataTagMap InTags=FAssetDataTagMap(), TArrayView< const int32 > InChunkIDs=TArrayView< const int32 >(), uint32 InPackageFlags=0)
 
COREUOBJECT_API FAssetData (FName InPackageName, FName InPackagePath, FName InAssetName, FTopLevelAssetPath InAssetClassPathName, FAssetDataTagMap InTags=FAssetDataTagMap(), TArrayView< const int32 > InChunkIDs=TArrayView< const int32 >(), uint32 InPackageFlags=0)
 
COREUOBJECT_API FAssetData (const FString &InLongPackageName, const FString &InObjectPath, FTopLevelAssetPath InAssetClassPathName, FAssetDataTagMap InTags=FAssetDataTagMap(), TArrayView< const int32 > InChunkIDs=TArrayView< const int32 >(), uint32 InPackageFlags=0)
 
COREUOBJECT_API FAssetData (const UObject *InAsset, FAssetData::ECreationFlags InCreationFlags=ECreationFlags::None)
 
COREUOBJECT_API FAssetData (const UObject *InAsset, FAssetData::ECreationFlags InCreationFlags, EAssetRegistryTagsCaller Caller)
 
 FAssetData (const UObject *InAsset, bool bAllowBlueprintClass)
 
bool operator== (const FAssetData &Other) const
 
bool operator!= (const FAssetData &Other) const
 
bool operator> (const FAssetData &Other) const
 
bool operator< (const FAssetData &Other) const
 
bool IsValid () const
 
bool IsUAsset () const
 
COREUOBJECT_API FSoftObjectPath GetSoftObjectPath () const
 
FSoftObjectPath ToSoftObjectPath () const
 
FString GetObjectPathString () const
 
COREUOBJECT_API bool IsTopLevelAsset () const
 
void Shrink ()
 
FString GetFullName () const
 
void GetFullName (FString &OutFullName) const
 
void GetFullName (FStringBuilderBase &OutFullNameBuilder) const
 
FString GetExportTextName () const
 
void GetExportTextName (FString &OutExportTextName) const
 
void GetExportTextName (FStringBuilderBase &OutExportTextNameBuilder) const
 
COREUOBJECT_API UE::Core::FVersePath GetVersePath () const
 
bool IsRedirector () const
 
COREUOBJECT_API UClassGetClass (EResolveClass ResolveClass=EResolveClass::No) const
 
bool IsInstanceOf (const UClass *BaseClass, EResolveClass ResolveClass=EResolveClass::No) const
 
template<typename BaseClass >
bool IsInstanceOf (EResolveClass ResolveClass=EResolveClass::No) const
 
void AppendObjectPath (FStringBuilderBase &Builder) const
 
void AppendObjectPath (FString &String) const
 
COREUOBJECT_API FPrimaryAssetId GetPrimaryAssetId () const
 
UObjectFastGetAsset (bool bLoad=false, TSet< FName > LoadTags={}) const
 
UObjectGetAsset (TSet< FName > LoadTags={}) const
 
bool HasAnyPackageFlags (uint32 FlagsToCheck) const
 
bool HasAllPackageFlags (uint32 FlagsToCheck) const
 
EAssetAccessSpecifier GetAssetAccessSpecifier () const
 
UPackageGetPackage () const
 
bool FindTag (const FName InTagName) const
 
template<typename ValueType >
bool GetTagValue (FName Tag, ValueType &OutValue) const
 
template<typename Func >
void EnumerateTags (Func Fn) const
 
template<typename ValueType >
ValueType GetTagValueRef (const FName Tag) const
 
bool IsAssetLoaded () const
 
void PrintAssetData () const
 
template<class Archive >
void SerializeForCache (Archive &&Ar)
 
template<class Archive >
void SerializeForCacheOldVersion (Archive &&Ar, FAssetRegistryVersion::Type Version=FAssetRegistryVersion::LatestVersion)
 
COREUOBJECT_API void NetworkWrite (FCbWriter &Writer, bool bWritePackageName) const
 
COREUOBJECT_API bool TryNetworkRead (FCbFieldView Field, bool bReadPackageName, FName InPackageName)
 
template<>
bool GetTagValue (FName Tag, FString &OutValue) const
 
template<>
bool GetTagValue (FName Tag, FText &OutValue) const
 
template<>
bool GetTagValue (FName Tag, FName &OutValue) const
 
template<>
FString GetTagValueRef (FName Tag) const
 
template<>
FText GetTagValueRef (FName Tag) const
 
template<>
FName GetTagValueRef (FName Tag) const
 
template<>
FAssetRegistryExportPath GetTagValueRef (FName Tag) const
 

Static Public Member Functions

static const TCHARGetCollectionTagPrefix ()
 
static COREUOBJECT_API SIZE_T GetChunkArrayRegistryAllocatedSize ()
 
static COREUOBJECT_API bool IsUAsset (UObject *Object)
 
static COREUOBJECT_API bool IsTopLevelAsset (UObject *Object)
 
static bool IsRedirector (UObject *Object)
 
static FAssetData GetFirstAssetDataOfClass (const TArray< FAssetData > &Assets, const UClass *DesiredClass)
 
template<class T >
static T * GetFirstAsset (const TArray< FAssetData > &Assets)
 
static COREUOBJECT_API bool IsRedirectorClassName (FTopLevelAssetPath ClassPathName)
 
static COREUOBJECT_API FTopLevelAssetPath TryConvertShortClassNameToPathName (FName InClassName, ELogVerbosity::Type FailureMessageVerbosity=ELogVerbosity::Warning)
 

Public Attributes

FName PackageName
 
FName PackagePath
 
FName AssetName
 
FName AssetClass
 
FTopLevelAssetPath AssetClassPath
 
uint32 PackageFlags = 0
 
FAssetDataTagMapSharedView TagsAndValues
 
TSharedPtr< FAssetBundleData, ESPMode::ThreadSafeTaggedAssetBundles
 
TArray< int32, TInlineAllocator< 2 > > ChunkIDs
 

Friends

UE_FORCEINLINE_HINT uint32 GetTypeHash (const FAssetData &AssetData)
 

Detailed Description

A struct to hold important information about an assets found by the Asset Registry This struct is transient and should never be serialized

Member Typedef Documentation

◆ FChunkArray

◆ FChunkArrayView

Member Enumeration Documentation

◆ ECreationFlags

Enumerator
None 
SkipAssetRegistryTagsGathering 
AllowBlueprintClass 

Constructor & Destructor Documentation

◆ FAssetData() [1/10]

PRAGMA_DISABLE_DEPRECATION_WARNINGS FAssetData::FAssetData ( )
inline

Default constructors.

◆ FAssetData() [2/10]

FAssetData::FAssetData ( FAssetData &&  )
default

◆ FAssetData() [3/10]

FAssetData::FAssetData ( const FAssetData )
default

◆ FAssetData() [4/10]

FAssetData::FAssetData ( FName  InPackageName,
FName  InPackagePath,
FName  InAssetName,
FName  InAssetClassName,
FAssetDataTagMap  InTags = FAssetDataTagMap(),
TArrayView< const int32 InChunkIDs = TArrayView<const int32>(),
uint32  InPackageFlags = 0 
)

◆ FAssetData() [5/10]

FAssetData::FAssetData ( const FString &  InLongPackageName,
const FString &  InObjectPath,
FName  InAssetClassName,
FAssetDataTagMap  InTags = FAssetDataTagMap(),
TArrayView< const int32 InChunkIDs = TArrayView<const int32>(),
uint32  InPackageFlags = 0 
)

◆ FAssetData() [6/10]

FAssetData::FAssetData ( FName  InPackageName,
FName  InPackagePath,
FName  InAssetName,
FTopLevelAssetPath  InAssetClassPathName,
FAssetDataTagMap  InTags = FAssetDataTagMap(),
TArrayView< const int32 InChunkIDs = TArrayView<const int32>(),
uint32  InPackageFlags = 0 
)

Constructor building the ObjectPath in the form of InPackageName.InAssetName. does not work for object outer-ed to a different package.

◆ FAssetData() [7/10]

FAssetData::FAssetData ( const FString &  InLongPackageName,
const FString &  InObjectPath,
FTopLevelAssetPath  InAssetClassPathName,
FAssetDataTagMap  InTags = FAssetDataTagMap(),
TArrayView< const int32 InChunkIDs = TArrayView<const int32>(),
uint32  InPackageFlags = 0 
)

Constructor with a long package name and a full object path which might not be part of the package this asset is in.

◆ FAssetData() [8/10]

FAssetData::FAssetData ( const UObject InAsset,
FAssetData::ECreationFlags  InCreationFlags = ECreationFlags::None 
)

Constructor taking a UObject. By default trying to create one for a blueprint class will create one for the UBlueprint instead, but this can be overridden

◆ FAssetData() [9/10]

FAssetData::FAssetData ( const UObject InAsset,
FAssetData::ECreationFlags  InCreationFlags,
EAssetRegistryTagsCaller  Caller 
)

◆ FAssetData() [10/10]

FAssetData::FAssetData ( const UObject InAsset,
bool  bAllowBlueprintClass 
)
inline

Constructor taking a UObject. By default trying to create one for a blueprint class will create one for the UBlueprint instead, but this can be overridden

Member Function Documentation

◆ AddChunkID()

void FAssetData::AddChunkID ( int32  ChunkID)

◆ AppendObjectPath() [1/2]

void FAssetData::AppendObjectPath ( FString &  String) const
inline

Append the object path to the given string.

◆ AppendObjectPath() [2/2]

void FAssetData::AppendObjectPath ( FStringBuilderBase Builder) const
inline

Append the object path to the given string builder.

◆ ClearChunkIDs()

void FAssetData::ClearChunkIDs ( )

◆ EnumerateTags()

template<typename Func >
void FAssetData::EnumerateTags ( Func  Fn) const
inline

Call the given function for each tag on the asset. Function signature is: void Fn(TPair<FName, FAssetTagValueRef>);

◆ FastGetAsset()

UObject * FAssetData::FastGetAsset ( bool  bLoad = false,
TSet< FName LoadTags = {} 
) const
inline

Returns the asset UObject if it is loaded or loads the asset if it is unloaded then returns the result

Note this can return nullptr even if it looks like the asset exists because it doesn't handle redirects.

Parameters
bLoad(optional) loads the asset if it is unloaded.
LoadTags(optional) allows passing specific tags to the linker when loading the asset (
See also
ULevel::LoadAllExternalObjectsTag for an example usage)

◆ FindTag()

bool FAssetData::FindTag ( const FName  InTagName) const
inline

Try to find the given tag

◆ GetAsset()

UObject * FAssetData::GetAsset ( TSet< FName LoadTags = {}) const
inline

Returns the asset UObject if it is loaded or loads the asset if it is unloaded then returns the result

Note this can return nullptr even if it looks like the asset exists because it doesn't handle redirects.

Parameters
LoadTags(optional) allows passing specific tags to the linker when loading the asset (
See also
ULevel::LoadAllExternalObjectsTag for an example usage)

◆ GetAssetAccessSpecifier()

EAssetAccessSpecifier FAssetData::GetAssetAccessSpecifier ( ) const
inline

Returns how package can be referenced from other plugins and mount points

◆ GetChunkArrayRegistryAllocatedSize()

SIZE_T FAssetData::GetChunkArrayRegistryAllocatedSize ( )
static

Returns overhead of the chunk array registry that's used to manage chunk ID arrays.

◆ GetChunkIDs()

FAssetData::FChunkArrayView FAssetData::GetChunkIDs ( ) const

◆ GetClass()

UClass * FAssetData::GetClass ( EResolveClass  ResolveClass = EResolveClass::No) const

Returns the class UClass if it is loaded. If you choose to override ResolveClass, to EResolveClass::Yes it will attempt to load the class if unloaded.

◆ GetCollectionTagPrefix()

static const TCHAR * FAssetData::GetCollectionTagPrefix ( )
inlinestatic

The prefix used for collection entries inside TagsAndValues

◆ GetExportTextName() [1/3]

FString FAssetData::GetExportTextName ( ) const
inline

Returns the name for the asset in the form: Class'FullPath'

◆ GetExportTextName() [2/3]

void FAssetData::GetExportTextName ( FString &  OutExportTextName) const
inline

Populates OutExportTextName with the name for the asset in the form: Class'FullPath'

◆ GetExportTextName() [3/3]

void FAssetData::GetExportTextName ( FStringBuilderBase OutExportTextNameBuilder) const
inline

Populates OutExportTextNameBuilder with the name for the asset in the form: Class'FullPath'

◆ GetFirstAsset()

template<class T >
static T * FAssetData::GetFirstAsset ( const TArray< FAssetData > &  Assets)
inlinestatic

Convenience template for finding first asset of a class

◆ GetFirstAssetDataOfClass()

static FAssetData FAssetData::GetFirstAssetDataOfClass ( const TArray< FAssetData > &  Assets,
const UClass DesiredClass 
)
inlinestatic

Get the first FAssetData of a particular class from an Array of FAssetData

◆ GetFullName() [1/3]

FString FAssetData::GetFullName ( ) const
inline

Returns the full name for the asset in the form: Class FullPath

◆ GetFullName() [2/3]

void FAssetData::GetFullName ( FString &  OutFullName) const
inline

Populates OutFullName with the full name for the asset in the form: Class FullPath

◆ GetFullName() [3/3]

void FAssetData::GetFullName ( FStringBuilderBase OutFullNameBuilder) const
inline

Populates OutFullNameBuilder with the full name for the asset in the form: Class ObjectPath

◆ GetObjectPathString()

FString FAssetData::GetObjectPathString ( ) const
inline

Return the object path as a string.

◆ GetPackage()

UPackage * FAssetData::GetPackage ( ) const
inline

Tries to find the package in memory if it is loaded, otherwise loads it.

◆ GetPrimaryAssetId()

FPrimaryAssetId FAssetData::GetPrimaryAssetId ( ) const

Gets primary asset id of this data

◆ GetSoftObjectPath()

FSoftObjectPath FAssetData::GetSoftObjectPath ( ) const

Convert to a SoftObjectPath. PackageName.AssetName for ToplevelAssets. OptionalOuterName and AssetName joined by : or . for sub-object assets

◆ GetTagValue() [1/4]

template<>
bool FAssetData::GetTagValue ( FName  Tag,
FName OutValue 
) const
inline

◆ GetTagValue() [2/4]

template<>
bool FAssetData::GetTagValue ( FName  Tag,
FString &  OutValue 
) const
inline

◆ GetTagValue() [3/4]

template<>
bool FAssetData::GetTagValue ( FName  Tag,
FText OutValue 
) const
inline

◆ GetTagValue() [4/4]

template<typename ValueType >
bool FAssetData::GetTagValue ( FName  Tag,
ValueType &  OutValue 
) const
inline

Try and get the value associated with the given tag as a type converted value

◆ GetTagValueRef() [1/5]

template<typename ValueType >
ValueType FAssetData::GetTagValueRef ( const FName  Tag) const
inline

Try and get the value associated with the given tag as a type converted value, or an empty value if it doesn't exist

◆ GetTagValueRef() [2/5]

template<>
FString FAssetData::GetTagValueRef ( FName  Tag) const
inline

◆ GetTagValueRef() [3/5]

template<>
FText FAssetData::GetTagValueRef ( FName  Tag) const
inline

◆ GetTagValueRef() [4/5]

template<>
FName FAssetData::GetTagValueRef ( FName  Tag) const
inline

◆ GetTagValueRef() [5/5]

template<>
FAssetRegistryExportPath FAssetData::GetTagValueRef ( FName  Tag) const
inline

◆ GetVersePath()

UE::Core::FVersePath FAssetData::GetVersePath ( ) const

Gets the versepath of the asset.

Returns
The VersePath of the asset

◆ HasAllPackageFlags()

bool FAssetData::HasAllPackageFlags ( uint32  FlagsToCheck) const
inline

Used to check whether all of the passed flags are set in the cached asset package flags.

Parameters
FlagsToCheckPackage flags to check for
Returns
true if all of the passed in flags are set (including no flags passed in), false otherwise
See also
UPackage::HasAllPackagesFlags

◆ HasAnyPackageFlags()

bool FAssetData::HasAnyPackageFlags ( uint32  FlagsToCheck) const
inline

Used to check whether the any of the passed flags are set in the cached asset package flags.

Parameters
FlagsToCheckPackage flags to check for
Returns
true if any of the passed in flag are set, false otherwise
See also
UPackage::HasAnyPackageFlags

◆ HasSameChunkIDs()

bool FAssetData::HasSameChunkIDs ( const FAssetData OtherAssetData) const

◆ IsAssetLoaded()

bool FAssetData::IsAssetLoaded ( ) const
inline

Returns true if the asset is loaded

◆ IsInstanceOf() [1/2]

bool FAssetData::IsInstanceOf ( const UClass BaseClass,
EResolveClass  ResolveClass = EResolveClass::No 
) const
inline

Returns whether the Asset's class is equal to or a child class of the given class. Returns false if the Asset's class can not be loaded. If you choose to override ResolveClass, to EResolveClass::Yes it will attempt to load the class if unloaded.

◆ IsInstanceOf() [2/2]

template<typename BaseClass >
bool FAssetData::IsInstanceOf ( EResolveClass  ResolveClass = EResolveClass::No) const
inline

◆ IsRedirector() [1/2]

bool FAssetData::IsRedirector ( ) const
inline

Returns true if the this asset is a redirector.

◆ IsRedirector() [2/2]

static bool FAssetData::IsRedirector ( UObject Object)
inlinestatic

◆ IsRedirectorClassName()

bool FAssetData::IsRedirectorClassName ( FTopLevelAssetPath  ClassPathName)
static

◆ IsTopLevelAsset() [1/2]

bool FAssetData::IsTopLevelAsset ( ) const

Returns true iff the Asset is a TopLevelAsset (not a subobject, its outer is a UPackage). Only TopLevelAssets can be PrimaryAssets in the AssetManager. A TopLevelAsset is not necessarily the main asset in a package; see IsUAsset. Note that this is distinct from UObject::IsAsset because IsAsset can be overloaded (see e.g. AActor::IsAsset)

◆ IsTopLevelAsset() [2/2]

bool FAssetData::IsTopLevelAsset ( UObject Object)
static

Returns true iff the given Object, assumed to be an Asset, is a TopLevelAsset (not a subobject, its outer is a UPackage). Only TopLevelAssets can be PrimaryAssets in the AssetManager. A TopLevelAsset is not necessarily the main asset in a package; see IsUAsset.

◆ IsUAsset() [1/2]

bool FAssetData::IsUAsset ( ) const
inline

Returns true if this is the main asset in a package, true for maps and assets but false for secondary objects like class redirectors Every UAsset is also a TopLevelAsset. Specifically, this is just testing whether the asset name matches the package name, and it is possible for legacy content to not return true for any asset in a package.

◆ IsUAsset() [2/2]

bool FAssetData::IsUAsset ( UObject Object)
static

Returns true if the given UObject is the main asset in a package, true for maps and assets but false for secondary objects like class redirectors Every UAsset is also a TopLevelAsset.

◆ IsValid()

bool FAssetData::IsValid ( ) const
inline

Checks to see if this AssetData refers to an asset or is NULL

◆ NetworkWrite()

void FAssetData::NetworkWrite ( FCbWriter Writer,
bool  bWritePackageName 
) const

◆ operator!=()

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

◆ operator<()

bool FAssetData::operator< ( const FAssetData Other) const
inline

Perform a lexical less-than operation on the PackageName and AssetName that uniquely identify two FAssetData.

◆ operator=() [1/2]

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

◆ operator=() [2/2]

FAssetData & FAssetData::operator= ( FAssetData &&  )
default

◆ operator==()

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

FAssetDatas are uniquely identified by PackageName and AssetName.

◆ operator>()

bool FAssetData::operator> ( const FAssetData Other) const
inline

Perform a lexical greater-than operation on the PackageName and AssetName that uniquely identify two FAssetData.

◆ PrintAssetData()

void FAssetData::PrintAssetData ( ) const
inline

Prints the details of the asset to the log

◆ SerializeForCache()

template<class Archive >
void FAssetData::SerializeForCache ( Archive &&  Ar)
inline

Serialize as part of the registry cache. This is not meant to be serialized as part of a package so it does not handle versions normally To version this data change FAssetRegistryVersion

◆ SerializeForCacheOldVersion()

template<class Archive >
void FAssetData::SerializeForCacheOldVersion ( Archive &&  Ar,
FAssetRegistryVersion::Type  Version = FAssetRegistryVersion::LatestVersion 
)
inline

Serialize as part of the registry cache using legacy paths (versioned)

◆ SetChunkIDs() [1/2]

void FAssetData::SetChunkIDs ( const FChunkArrayView InChunkIDs)

◆ SetChunkIDs() [2/2]

void FAssetData::SetChunkIDs ( FChunkArray &&  InChunkIDs)

◆ SetTagsAndAssetBundles()

void FAssetData::SetTagsAndAssetBundles ( FAssetDataTagMap &&  Tags)

◆ Shrink()

void FAssetData::Shrink ( )
inline

◆ ToSoftObjectPath()

FSoftObjectPath FAssetData::ToSoftObjectPath ( ) const
inline

◆ TryConvertShortClassNameToPathName()

FTopLevelAssetPath FAssetData::TryConvertShortClassNameToPathName ( FName  InClassName,
ELogVerbosity::Type  FailureMessageVerbosity = ELogVerbosity::Warning 
)
static

Helper function that tries to convert short class name to path name

◆ TryNetworkRead()

bool FAssetData::TryNetworkRead ( FCbFieldView  Field,
bool  bReadPackageName,
FName  InPackageName 
)

Friends And Related Symbol Documentation

◆ GetTypeHash

UE_FORCEINLINE_HINT uint32 GetTypeHash ( const FAssetData AssetData)
friend

Member Data Documentation

◆ AssetClass

FName FAssetData::AssetClass

The name of the asset's class

◆ AssetClassPath

FTopLevelAssetPath FAssetData::AssetClassPath

The path of the asset's class, e.g. /Script/Engine.StaticMesh

◆ AssetName

FName FAssetData::AssetName

The name of the asset without the package

◆ ChunkIDs

TArray<int32, TInlineAllocator<2> > FAssetData::ChunkIDs

The IDs of the pakchunks this asset is located in for streaming install. Empty if not assigned to a chunk

◆ PackageFlags

uint32 FAssetData::PackageFlags = 0

Asset package flags

◆ PackageName

FName FAssetData::PackageName

The name of the package in which the asset is found, this is the full long package name such as /Game/Path/Package

◆ PackagePath

FName FAssetData::PackagePath

The path to the package in which the asset is found, this is /Game/Path with the Package stripped off

◆ TaggedAssetBundles

TSharedPtr<FAssetBundleData, ESPMode::ThreadSafe> FAssetData::TaggedAssetBundles

The 'AssetBundles' tag key is separated from TagsAndValues and typed for performance reasons. This is likely a temporary solution that will be generalized in some other fashion.

◆ TagsAndValues

FAssetDataTagMapSharedView FAssetData::TagsAndValues

The map of values for properties that were marked AssetRegistrySearchable or added by GetAssetRegistryTags


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