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

#include <AssetManagerTypes.h>

Public Member Functions

 FPrimaryAssetRules ()
 
bool operator== (const FPrimaryAssetRules &Other) const
 
ENGINE_API bool IsDefault () const
 
ENGINE_API void OverrideRules (const FPrimaryAssetRules &OverrideRules)
 
ENGINE_API void PropagateCookRules (const FPrimaryAssetRules &ParentRules)
 

Public Attributes

int32 Priority
 
int32 ChunkId
 
bool bApplyRecursively
 
EPrimaryAssetCookRule CookRule
 

Detailed Description

Structure defining rules for what to do with assets, this is defined per type and can be overridden per asset

Constructor & Destructor Documentation

◆ FPrimaryAssetRules()

FPrimaryAssetRules::FPrimaryAssetRules ( )
inline

Member Function Documentation

◆ IsDefault()

bool FPrimaryAssetRules::IsDefault ( ) const

Checks if all rules are the same as the default. If so this will be ignored.

◆ operator==()

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

◆ OverrideRules()

void FPrimaryAssetRules::OverrideRules ( const FPrimaryAssetRules OverrideRules)

Override non-default rules from an override struct.

◆ PropagateCookRules()

void FPrimaryAssetRules::PropagateCookRules ( const FPrimaryAssetRules ParentRules)

Propagate cook rules from parent to child, won't override non-default values.

Member Data Documentation

◆ bApplyRecursively

bool FPrimaryAssetRules::bApplyRecursively

If true, this rule will apply to all referenced Secondary Assets recursively, as long as they are not managed by a higher-priority Primary Asset.

◆ ChunkId

int32 FPrimaryAssetRules::ChunkId

Assets will be put into this Chunk ID specifically, if set to something other than -1. The default Chunk is Chunk 0.

◆ CookRule

EPrimaryAssetCookRule FPrimaryAssetRules::CookRule

Rule describing when this asset should be cooked.

◆ Priority

int32 FPrimaryAssetRules::Priority

Primary Assets with a higher priority will take precedence over lower priorities when assigning management for referenced assets. If priorities match, both will manage the same Secondary Asset.


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