IAssetTools

Windows
MacOS
Linux

References

Module

AssetTools

Header

/Engine/Source/Developer/AssetTools/Public/IAssetTools.h

Include

#include "IAssetTools.h"

Syntax

class IAssetTools

Functions

Name Description

Public function Const

bool

 

AdvancedCopyPackages

(
    const FAdvancedCopyParams& CopyPar...,
    const TArray< TMap< FString, FStrin...
)

Copies files after the final set of maps of sources and destinations was confirmed

Public function Const

bool

 

AdvancedCopyPackages

(
    const TMap< FString, FString >& So...,
    const bool bForceAutosave,
    const bool bCopyOverAllDestinationO...
)

Copies files after the flattened map of sources and destinations was confirmed

Public function Const

bool

 

AllPassWritableFolderFilter

(
    const TArray< FString >& InPaths
)

Returns true if all in list pass writable folder filter

Public function Const

bool

 

AssetUsesGenericThumbnail

(
    const FAssetData& AssetData
)

Returns true if the specified asset uses a stock thumbnail resource

Public function Const

void

 

BeginAdvancedCopyPackages

(
    const TArray< FName >& InputNamesT...,
    const FString& TargetPath
)

Copy packages and dependencies to another folder

Public function Const

void

 

ConvertVirtualTextures

(
    const TArray< UTexture2D* >& ...,
    bool bConvertBackToNonVirtual,
    const TArray< UMaterial* >...
)

Converts the given UTexture2D to virtual textures or converts virtual textures back to standard textures and updates the related UMaterials

Public function

UObject *...

 

CreateAsset

(
    const FString& AssetName,
    const FString& PackagePath,
    UClass* AssetClass,
    UFactory* Factory,
    FName CallingContext
)

Creates an asset with the specified name, path, and factory

Public function

UObject *...

 

CreateAssetWithDialog

(
    const FString& AssetName,
    const FString& PackagePath,
    UClass* AssetClass,
    UFactory* Factory,
    FName CallingContext
)

Opens an asset picker dialog and creates an asset with the specified name and path

Public function

UObject *...

 

CreateAssetWithDialog

(
    UClass* AssetClass,
    UFactory* Factory,
    FName CallingContext
)

Opens an asset picker dialog and creates an asset with the path chosen in the dialog

Public function Const

bool

 

CreateDiffProcess

(
    const FString& DiffCommand,
    const FString& OldTextFilename,
    const FString& NewTextFilename,
    const FString& DiffArgs
)

Attempt to spawn Diff tool as external process

Public function

void

 

CreateUniqueAssetName

(
    const FString& InBasePackageName,
    const FString& InSuffix,
    FString& OutPackageName,
    FString& OutAssetName
)

Creates a unique package and asset name taking the form InBasePackageName+InSuffix

Public function Const

void

 

DiffAgainstDepot

(
    UObject* InObject,
    const FString& InPackagePath,
    const FString& InPackageName
)

Try to diff the local version of an asset against the latest one from the depot

Public function Const

void

 

DiffAssets

(
    UObject* OldAsset,
    UObject* NewAsset,
    const FRevisionInfo& OldRevision,
    const FRevisionInfo& NewRevision
)

Try and diff two assets using class-specific tool.

Public function Const

FString

 

DumpAssetToTempFile

(
    UObject* Asset
)

Util for dumping an asset to a temporary text file. Returns absolute filename to temp file

Public function

UObject *...

 

DuplicateAsset

(
    const FString& AssetName,
    const FString& PackagePath,
    UObject* OriginalObject
)

Creates an asset with the specified name and path. Uses OriginalObject as the duplication source.

Public function

UObject *...

 

DuplicateAssetWithDialog

(
    const FString& AssetName,
    const FString& PackagePath,
    UObject* OriginalObject
)

Opens an asset picker dialog and creates an asset with the specified name and path.

Public function

UObject *...

 

DuplicateAssetWithDialogAndTitle

(
    const FString& AssetName,
    const FString& PackagePath,
    UObject* OriginalObject,
    FText DialogTitle
)

Opens an asset picker dialog and creates an asset with the specified name and path.

Public function Const

void

 

ExpandDirectories

(
    const TArray< FString >& Files,
    const FString& DestinationPath,
    TArray< TPair< FString, FString >> ...
)

Expands any folders found in the files list, and returns a flattened list of destination paths and files.

Public function Const

void

 

ExportAssets

(
    const TArray< UObject* >& Ass...,
    const FString& ExportPath
)

Exports the specified objects to file.

Public function

void

 

ExportAssets

(
    const TArray< FString >& AssetsToE...,
    const FString& ExportPath
)

Exports the specified objects to file.

Public function

void

 

ExportAssetsWithDialog

(
    const TArray< UObject* >& Ass...,
    bool bPromptForIndividualFilenames
)

Exports the specified objects to file.

Public function

void

 

ExportAssetsWithDialog

(
    const TArray< FString >& AssetsToE...,
    bool bPromptForIndividualFilenames
)

Exports the specified objects to file.

Public function Const

EAssetTypeCa...

 

FindAdvancedAssetCategory

(
    FName CategoryKey
)

Returns the allocated Category bit for a user-specified Category, or EAssetTypeCategories::Misc if it doesn't exist

Public function

void

 

FindSoftReferencesToObject

(
    FSoftObjectPath TargetObject,
    TArray< UObject* >& Referenci...
)

Returns list of objects that soft reference the given soft object path.

Public function

void

 

FindSoftReferencesToObjects

(
    const TArray< FSoftObjectPath >& T...,
    TMap< FSoftObjectPath, TArray< UObj...
)

Returns list of objects that soft reference the given soft object paths.

Public function Const

void

 

FixupReferencers

(
    const TArray< UObjectRedirector...
)

Fix up references to the specified redirectors

Public function Const

bool

 

FlattenAdvancedCopyDestinations

(
    const TArray< TMap< FString, FStrin...,
    TMap< FString, FString >& Flattene...
)

Flattens the maps for each selected package into one complete map to pass to the final copy function while checking for collisions

Public function Const

void

 

GenerateAdvancedCopyDestinations

(
    FAdvancedCopyParams& InParams,
    const TArray< FName >& InPackageNa...,
    const UAdvancedCopyCustomization&#...,
    TMap< FString, FString >& OutPacka...
)

Given a set of packages to copy, generate the map of those packages to destination filenames

Public function Const

void

 

GetAllAdvancedAssetCategories

(
    TArray< FAdvancedAssetCategory >& ...
)

Returns the list of all advanced asset categories

Public function Const

void

 

GetAllAdvancedCopySources

(
    FName SelectedPackage,
    FAdvancedCopyParams& CopyParams,
    TArray< FName >& OutPackageNamesTo...,
    TMap< FName, FName >& DependencyMa...,
    const UAdvancedCopyCustomization&#...
)

Find all the dependencies that also need to be copied in the advanced copy, mapping them to the file that depends on them and excluding any that don't pass the ARFilter stored on CopyParams

Public function

TSharedRef< ...

 

GetAssetClassBlacklist()

Get asset class blacklist for content browser and other systems

Public function Const

TWeakPtr< IA...

 

GetAssetTypeActionsForClass

(
    const UClass* Class
)

Gets the appropriate AssetTypeActions for the supplied class

Public function Const

void

 

GetAssetTypeActionsList

Generates a list of currently registered AssetTypeActions

Public function Const

TArray< TWea...

 

GetAssetTypeActionsListForClass

(
    const UClass* Class
)

Gets the list of appropriate AssetTypeActions for the supplied class

Public function Const

TWeakPtr< IC...

 

GetClassTypeActionsForClass

(
    UClass* Class
)

Gets the appropriate ClassTypeActions for the supplied class

Public function Const

void

 

GetClassTypeActionsList

Generates a list of currently registered ClassTypeActions

Public function

TSharedRef< ...

 

GetFolderBlacklist()

Get folder blacklist for content browser and other systems

Public function Const

TArray< UFac...

 

GetNewAssetFactories()

Find all supported asset factories.

Public function

TSharedRef< ...

 

GetWritableFolderBlacklist()

Get writable folder blacklist for content browser and other systems

Public function Const

TArray< UObj...

 

ImportAssets

(
    const TArray< FString >& Files,
    const FString& DestinationPath,
    UFactory* ChosenFactory,
    bool bSyncToBrowser,
    TArray< TPair< FString, FString >> ...
)

Imports the specified files to the destination path.

Public function

TArray< UObj...

 

ImportAssetsAutomated

(
    const UAutomatedAssetImportData...
)

Imports assets using data specified completely up front.

Public function

TArray< UObj...

 

ImportAssetsWithDialog

(
    const FString& DestinationPath
)

Opens a file open dialog to choose files to import to the destination path.

Public function

void

 

ImportAssetTasks

(
    const TArray< UAssetImportTask*...
)

Imports assets using tasks specified.

Public function Const

void

 

InitAdvancedCopyFromCopyParams

(
    FAdvancedCopyParams CopyParams
)

Given a complete set of copy parameters, which includes the selected package set, start the advanced copy process

Public function Const

bool

 

IsAssetClassSupported

(
    const UClass* AssetClass
)

Is the given asset class supported?

Public function Const

bool

 

IsFixupReferencersInProgress()

Returns whether redirectors are being fixed up.

Public function Const

void

 

MigratePackages

(
    const TArray< FName >& PackageName...
)

Migrate packages to another game content folder

Public function Const

void

 

NotifyBlockedByWritableFolderFilter()

Show notification that writable folder filter blocked an action

Public function

FAssetPostRe...

 

OnAssetPostRename()

Event issued at the end of the rename process

Public function

void

 

OpenEditorForAssets

(
    const TArray< UObject* >& Ass...
)

Opens editor for assets

Public function

EAssetTypeCa...

 

RegisterAdvancedAssetCategory

(
    FName CategoryKey,
    FText CategoryDisplayName
)

Allocates a Category bit for a user-defined Category, or EAssetTypeCategories::Misc if all available bits are allocated.

Public function

void

 

RegisterAssetTypeActions

(
    const TSharedRef< IAssetTypeActions...
)

Registers an asset type actions object so it can provide information about and actions for asset types.

Public function

void

 

RegisterClassTypeActions

(
    const TSharedRef< IClassTypeActions...
)

Registers a class type actions object so it can provide information about and actions for class asset types.

Public function

bool

 

RenameAssets

(
    const TArray< FAssetRenameData >& ...
)

Renames assets using the specified names.

Public function

void

 

RenameAssetsWithDialog

(
    const TArray< FAssetRenameData >& ...,
    bool bAutoCheckout
)

Renames assets using the specified names.

Public function

void

 

RenameReferencingSoftObjectPaths

(
    const TArray< UPackage* > Pack...,
    const TMap< FSoftObjectPath, FSoftO...
)

Function that renames all FSoftObjectPath object with the old asset path to the new one.

Public function

void

 

UnregisterAssetTypeActions

(
    const TSharedRef< IAssetTypeActions...
)

Unregisters an asset type actions object.

Public function

void

 

UnregisterClassTypeActions

(
    const TSharedRef< IClassTypeActions...
)

Unregisters a class type actions object.

Public function Const

bool

 

ValidateFlattenedAdvancedCopyDestinations

(
    const TMap< FString, FString >& Fl...
)

Validate the destinations for advanced copy once the map has been flattened

Deprecated Functions

Name Description

Public function

UObject *...

 

CreateAsset

(
    UClass* AssetClass,
    UFactory* Factory,
    FName CallingContext
)

This version of CreateAsset has been deprecated. Use CreateAssetWithDialog instead

Public function

TArray< UObj...

 

ImportAssets

(
    const FString& DestinationPath
)

This version of ImportAssets has been deprecated. Use ImportAssetsWithDialog instead

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