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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <PrimaryAssetId.h>
Public Member Functions | |
| FPrimaryAssetId ()=default | |
| FPrimaryAssetId (FPrimaryAssetType InAssetType, FName InAssetName) | |
| FPrimaryAssetId (const FString &TypeAndName) | |
| FPrimaryAssetId (const FPrimaryAssetId &)=default | |
| FPrimaryAssetId (FPrimaryAssetId &&)=default | |
| FPrimaryAssetId & | operator= (const FPrimaryAssetId &)=default |
| FPrimaryAssetId & | operator= (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 | |
| FArchive & | operator<< (FArchive &Ar, FPrimaryAssetId &Other) |
| uint32 | GetTypeHash (const FPrimaryAssetId &Key) |
This identifies an object as a "primary" asset that can be searched for by the AssetManager and used in various tools
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Appends to the given builder the string version of this identifier in Type:Name format
| bool FPrimaryAssetId::ExportTextItem | ( | FString & | ValueStr, |
| FPrimaryAssetId const & | DefaultValue, | ||
| UObject * | Parent, | ||
| int32 | PortFlags, | ||
| UObject * | ExportRootScope | ||
| ) | const |
UStruct Overrides
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inlinestatic |
Converts from Type:Name format
| bool FPrimaryAssetId::ImportTextItem | ( | const TCHAR *& | Buffer, |
| int32 | PortFlags, | ||
| UObject * | Parent, | ||
| FOutputDevice * | ErrorText | ||
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Returns true if this is a valid identifier
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| bool FPrimaryAssetId::SerializeFromMismatchedTag | ( | struct FPropertyTag const & | Tag, |
| FStructuredArchive::FSlot | Slot | ||
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Returns string version of this identifier in Type:Name format
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AssetRegistry tag used to store primary asset display name (optional)
| 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.
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| FPrimaryAssetType FPrimaryAssetId::PrimaryAssetType |
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Static names to represent the AssetRegistry tags for the above data