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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>
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| uint32 | GetTypeHash (const FPrimaryAssetType &Key) |
A primary asset type, represented as an FName internally and implicitly convertible back and forth This exists so the blueprint API can understand it's not a normal FName
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Convert from FName
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Appends to the given builder the string version of this Type
| bool FPrimaryAssetType::ExportTextItem | ( | FString & | ValueStr, |
| FPrimaryAssetType const & | DefaultValue, | ||
| UObject * | Parent, | ||
| int32 | PortFlags, | ||
| UObject * | ExportRootScope | ||
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UStruct Overrides
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Returns internal Name explicitly, not normally needed
| bool FPrimaryAssetType::ImportTextItem | ( | const TCHAR *& | Buffer, |
| int32 | PortFlags, | ||
| UObject * | Parent, | ||
| FOutputDevice * | ErrorText | ||
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Returns true if this is a valid Type
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| bool FPrimaryAssetType::SerializeFromMismatchedTag | ( | struct FPropertyTag const & | Tag, |
| FStructuredArchive::FSlot | Slot | ||
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Returns string version of this Type
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