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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <AssetManagerTypes.h>
Public Member Functions | |
| FPrimaryAssetTypeInfo () | |
| FPrimaryAssetTypeInfo (FName InPrimaryAssetType, UClass *InAssetBaseClass, bool bInHasBlueprintClasses, bool bInIsEditorOnly) | |
| FPrimaryAssetTypeInfo (FName InPrimaryAssetType, UClass *InAssetBaseClass, bool bInHasBlueprintClasses, bool bInIsEditorOnly, TArray< FDirectoryPath > &&InDirectories, TArray< FSoftObjectPath > &&InSpecificAssets) | |
| const TSoftClassPtr< UObject > & | GetAssetBaseClass () const |
| void | SetAssetBaseClass (const TSoftClassPtr< UObject > &InAssetBaseClass) |
| const TArray< FDirectoryPath > & | GetDirectories () const |
| TArray< FDirectoryPath > & | GetDirectories () |
| const TArray< FSoftObjectPath > & | GetSpecificAssets () const |
| TArray< FSoftObjectPath > & | GetSpecificAssets () |
| ENGINE_API bool | HasValidConfigData () const |
| ENGINE_API bool | HasValidRuntimeData () const |
| ENGINE_API bool | CanModifyConfigData () const |
| ENGINE_API void | FillRuntimeData (bool &bIsValid, bool &bBaseClassWasLoaded) |
Public Attributes | |
| FName | PrimaryAssetType |
| TObjectPtr< UClass > | AssetBaseClassLoaded |
| bool | bHasBlueprintClasses |
| bool | bIsEditorOnly |
| FPrimaryAssetRules | Rules |
| TArray< FString > | AssetScanPaths |
| bool | bIsDynamicAsset |
| int32 | NumberOfAssets |
Structure with publicly exposed information about an asset type. These can be loaded out of a config file or constructed at runtime
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Initializes a runtime version of the struct
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| bool FPrimaryAssetTypeInfo::CanModifyConfigData | ( | ) | const |
Returns true if it is safe to modify config data as it has not been turned into runtime data yet
Fills out transient variables based on parsed ones. Sets status bools saying rather data is valid, and rather it had to synchronously load the base class
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Gets the config version of the asset base class
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Modify the config version of directories to scan, only possible before runtime data is filled in
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Access the config version of directories to scan, may be empty for runtime-added types
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Modify the config version of specific assets to scan, only possible before runtime data is filled in
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Access the config version of specific assets to scan, may be empty for runtime-added types
| bool FPrimaryAssetTypeInfo::HasValidConfigData | ( | ) | const |
Returns true if this has valid config data that can be converted into runtime data as needed, this may be false for runtime only info
| bool FPrimaryAssetTypeInfo::HasValidRuntimeData | ( | ) | const |
Returns true if this has valid runtime data because FillRuntimeData was previously called
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Set the base class, only possible before runtime data is filled in
| TObjectPtr<UClass> FPrimaryAssetTypeInfo::AssetBaseClassLoaded |
Runtime cached copy of asset base class, this will only be correct if FillRuntimeData has been called
| TArray<FString> FPrimaryAssetTypeInfo::AssetScanPaths |
Combination of directories and individual assets to search for this asset type. Will have the Directories and Assets added to it but may include virtual paths
| bool FPrimaryAssetTypeInfo::bHasBlueprintClasses |
True if the assets loaded are blueprints classes, false if they are normal UObjects
| bool FPrimaryAssetTypeInfo::bIsDynamicAsset |
True if this is an asset created at runtime that has no on disk representation. Cannot be set in config
| bool FPrimaryAssetTypeInfo::bIsEditorOnly |
If true this type will not cause anything to be cooked; the AssetManager will use instances of this type to define chunk assignments and NeverCook rules, but will ignore AlwaysCook rules. Assets labeled by instances of this type will need to be reference by another PrimaryAsset, or by something outside the AssetManager, to be cooked.
| int32 FPrimaryAssetTypeInfo::NumberOfAssets |
Number of tracked assets of that type
| FName FPrimaryAssetTypeInfo::PrimaryAssetType |
The logical name for this type of Primary Asset
| FPrimaryAssetRules FPrimaryAssetTypeInfo::Rules |
Default management rules for this type, individual assets can be overridden