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

#include <PrimaryAssetId.h>

Public Member Functions

 FPrimaryAssetId ()=default
 
 FPrimaryAssetId (FPrimaryAssetType InAssetType, FName InAssetName)
 
 FPrimaryAssetId (const FString &TypeAndName)
 
 FPrimaryAssetId (const FPrimaryAssetId &)=default
 
 FPrimaryAssetId (FPrimaryAssetId &&)=default
 
FPrimaryAssetIdoperator= (const FPrimaryAssetId &)=default
 
FPrimaryAssetIdoperator= (FPrimaryAssetId &&)=default
 
bool IsValid () const
 
FString ToString () const
 
void AppendString (FStringBuilderBase &Builder) const
 
bool operator== (const FPrimaryAssetId &Other) const
 
bool operator!= (const FPrimaryAssetId &Other) const
 
bool ExportTextItem (FString &ValueStr, FPrimaryAssetId const &DefaultValue, UObject *Parent, int32 PortFlags, UObject *ExportRootScope) const
 
bool ImportTextItem (const TCHAR *&Buffer, int32 PortFlags, UObject *Parent, FOutputDevice *ErrorText)
 
bool SerializeFromMismatchedTag (struct FPropertyTag const &Tag, FStructuredArchive::FSlot Slot)
 

Static Public Member Functions

static COREUOBJECT_API FPrimaryAssetId ParseTypeAndName (const TCHAR *TypeAndName, uint32 Len)
 
static COREUOBJECT_API FPrimaryAssetId ParseTypeAndName (FName TypeAndName)
 
static FPrimaryAssetId ParseTypeAndName (const FString &TypeAndName)
 
static FPrimaryAssetId FromString (const FString &String)
 

Public Attributes

FPrimaryAssetType PrimaryAssetType
 
FName PrimaryAssetName
 

Static Public Attributes

static COREUOBJECT_API const FName PrimaryAssetTypeTag
 
static COREUOBJECT_API const FName PrimaryAssetNameTag
 
static COREUOBJECT_API const FName PrimaryAssetDisplayNameTag
 

Friends

FArchiveoperator<< (FArchive &Ar, FPrimaryAssetId &Other)
 
uint32 GetTypeHash (const FPrimaryAssetId &Key)
 

Detailed Description

This identifies an object as a "primary" asset that can be searched for by the AssetManager and used in various tools

Constructor & Destructor Documentation

◆ FPrimaryAssetId() [1/5]

FPrimaryAssetId::FPrimaryAssetId ( )
default

◆ FPrimaryAssetId() [2/5]

FPrimaryAssetId::FPrimaryAssetId ( FPrimaryAssetType  InAssetType,
FName  InAssetName 
)
inline

◆ FPrimaryAssetId() [3/5]

FPrimaryAssetId::FPrimaryAssetId ( const FString &  TypeAndName)
inlineexplicit

◆ FPrimaryAssetId() [4/5]

FPrimaryAssetId::FPrimaryAssetId ( const FPrimaryAssetId )
default

◆ FPrimaryAssetId() [5/5]

FPrimaryAssetId::FPrimaryAssetId ( FPrimaryAssetId &&  )
default

Member Function Documentation

◆ AppendString()

void FPrimaryAssetId::AppendString ( FStringBuilderBase Builder) const
inline

Appends to the given builder the string version of this identifier in Type:Name format

◆ ExportTextItem()

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

UStruct Overrides

◆ FromString()

static FPrimaryAssetId FPrimaryAssetId::FromString ( const FString &  String)
inlinestatic

Converts from Type:Name format

◆ ImportTextItem()

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

◆ IsValid()

bool FPrimaryAssetId::IsValid ( ) const
inline

Returns true if this is a valid identifier

◆ operator!=()

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

◆ operator=() [1/2]

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

◆ operator=() [2/2]

FPrimaryAssetId & FPrimaryAssetId::operator= ( FPrimaryAssetId &&  )
default

◆ operator==()

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

◆ ParseTypeAndName() [1/3]

static FPrimaryAssetId FPrimaryAssetId::ParseTypeAndName ( const FString &  TypeAndName)
inlinestatic

◆ ParseTypeAndName() [2/3]

FPrimaryAssetId FPrimaryAssetId::ParseTypeAndName ( const TCHAR TypeAndName,
uint32  Len 
)
static

◆ ParseTypeAndName() [3/3]

FPrimaryAssetId FPrimaryAssetId::ParseTypeAndName ( FName  TypeAndName)
static

◆ SerializeFromMismatchedTag()

bool FPrimaryAssetId::SerializeFromMismatchedTag ( struct FPropertyTag const &  Tag,
FStructuredArchive::FSlot  Slot 
)

◆ ToString()

FString FPrimaryAssetId::ToString ( ) const
inline

Returns string version of this identifier in Type:Name format

Friends And Related Symbol Documentation

◆ GetTypeHash

uint32 GetTypeHash ( const FPrimaryAssetId Key)
friend

◆ operator<<

FArchive & operator<< ( FArchive Ar,
FPrimaryAssetId Other 
)
friend

Member Data Documentation

◆ PrimaryAssetDisplayNameTag

const FName FPrimaryAssetId::PrimaryAssetDisplayNameTag
static

AssetRegistry tag used to store primary asset display name (optional)

◆ PrimaryAssetName

FName FPrimaryAssetId::PrimaryAssetName

An FName describing this asset. This is usually the short name of the object, but could be a full asset path for things like maps, or objects with GetPrimaryId() overridden. "PrimaryAssetType:PrimaryAssetName" should form a unique name across your project.

◆ PrimaryAssetNameTag

const FName FPrimaryAssetId::PrimaryAssetNameTag
static

◆ PrimaryAssetType

FPrimaryAssetType FPrimaryAssetId::PrimaryAssetType

An FName describing the logical type of this object, usually the name of a base UClass. For example, any Blueprint derived from APawn will have a Primary Asset Type of "Pawn". "PrimaryAssetType:PrimaryAssetName" should form a unique name across your project.

◆ PrimaryAssetTypeTag

const FName FPrimaryAssetId::PrimaryAssetTypeTag
static

Static names to represent the AssetRegistry tags for the above data


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