IAssetManagerEditorModule

The Asset Manager Editor module handles creating UI for asset management and exposes several commands

Windows
MacOS
Linux

Inheritance Hierarchy

IModuleInterface

IAssetManagerEditorModule

References

Module

AssetManagerEditor

Header

/Engine/Plugins/Editor/AssetManagerEditor/Source/AssetManagerEditor/Public/AssetManagerEditorModule.h

Include

#include "AssetManagerEditorModule.h"

Syntax

class IAssetManagerEditorModule : public IModuleInterface

Remarks

The Asset Manager Editor module handles creating UI for asset management and exposes several commands

Functions

Name Description

Public function Static

FAssetData

 

CreateFakeAssetDataFromChunkId

(
    int32 ChunkID
)

Creates fake AssetData to represent chunks

Public function Static

FAssetData

 

CreateFakeAssetDataFromPrimaryAssetId

(
    const FPrimaryAssetId& PrimaryAsse...
)

Creates fake AssetData to represent a primary asset

Public function Static

void

 

ExtractAssetIdentifiersFromAssetDataList

(
    const TArray< FAssetData >& AssetD...,
    TArray< FAssetIdentifier >& OutAss...
)

Parses a list of AssetData and extracts AssetIdentifiers, handles the fake asset data

Public function Static

int32

 

ExtractChunkIdFromFakeAssetData

(
    const FAssetData& InAssetData
)

Returns >= 0 if this is a fake chunk AssetData, otherwise INDEX_NONE

Public function Static

FPrimaryAsse...

 

ExtractPrimaryAssetIdFromFakeAssetData

(
    const FAssetData& InAssetData
)

Returns valid PrimaryAssetId if this is a fake AssetData for a primary asset

Public function

bool

 

FilterAssetIdentifiersForCurrentRegistrySource

(
    TArray< FAssetIdentifier >& AssetI...,
    EAssetRegistryDependencyType::Type ...,
    bool bForwardDependency
)

Filters list of identifiers and removes ones that do not exist in this registry source.

Public function Static

void

 

GeneratePrimaryAssetTypeComboBoxStrings

(
    TArray< TSharedPtr< FString > >& O...,
    TArray< TSharedPtr< SToolTip >>& O...,
    TArray< bool >& OutRestrictedItems,
    bool bAllowClear,
    bool bAllowAll
)

Called to get list of valid primary asset types

Public function Static

IAssetManage...

 

Get()

Singleton-like access to this module's interface.

Public function

void

 

GetAvailableRegistrySources

(
    TArray< const FAssetManagerEditorRe...
)

Gets the list of registry sources that are available

Public function

const FAsset...

 

GetCurrentRegistrySource

(
    bool bNeedManagementData
)

Returns the currently selected registry source.

Public function

bool

 

GetDisplayTextForCustomColumn

(
    const FAssetData& AssetData,
    FName ColumnName,
    FText& OutValue
)

Gets a display text value for a vritual column. Returns true and sets out parameter if found

Public function

bool

 

GetIntegerValueForCustomColumn

(
    const FAssetData& AssetData,
    FName ColumnName,
    int64& OutValue
)

Gets the value of a "virtual" column for an asset data, this will query the AssetManager for you and takes current platform into account.

Public function

bool

 

GetManagedPackageListForAssetData

(
    const FAssetData& AssetData,
    TSet< FName >& ManagedPackageSet
)

Returns the set of asset packages managed the given asset data, returns true if any found.

Public function

bool

 

GetStringValueForCustomColumn

(
    const FAssetData& AssetData,
    FName ColumnName,
    FString& OutValue
)

Gets the value of a "virtual" column for an asset data, this will query the AssetManager for you and takes current platform into account.

Public function Static

bool

 

IsAvailable()

Checks to see if this module is loaded and ready.

Public function

bool

 

IsPackageInCurrentRegistrySource

(
    FName PackageName
)

Returns true if this package exists in the current registry source, optionally setting a redirected package name

Public function Static

TSharedRef< ...

 

MakePrimaryAssetIdSelector

(
    FOnGetPrimaryAssetDisplayText OnGet...,
    FOnSetPrimaryAssetId OnSetId,
    bool bAllowClear,
    TArray< FPrimaryAssetType > Allowed...
)

Creates a simple version of a Primary Asset Id selector, not bound to a PropertyHandle

Public function Static

TSharedRef< ...

 

MakePrimaryAssetTypeSelector

(
    FOnGetPrimaryAssetDisplayText OnGet...,
    FOnSetPrimaryAssetType OnSetType,
    bool bAllowClear,
    bool bAllowAll
)

Creates a simple version of a Primary Asset Type selector, not bound to a PropertyHandle

Public function Static

bool

 

OnShouldFilterPrimaryAsset

(
    const FAssetData& InAssetData,
    TArray< FPrimaryAssetType > Allowed...
)

Called for asset picker to see rather to show asset

Public function

void

 

OpenAssetAuditUI

(
    TArray< FAssetData > SelectedAssets
)

Opens asset management UI, with selected assets. Pass as value so it can be used in delegates

Public function

void

 

OpenAssetAuditUI

(
    TArray< FAssetIdentifier > Selected...
)

Public function

void

 

OpenAssetAuditUI

(
    TArray< FName > SelectedPackages
)

Public function

void

 

OpenReferenceViewerUI

(
    const TArray< FAssetIdentifier > Se...,
    const FReferenceViewerParams Refere...
)

Spawns reference viewer, showing selected packages or identifiers

Public function

void

 

OpenReferenceViewerUI

(
    const TArray< FName > SelectedPacka...,
    const FReferenceViewerParams Refere...
)

Public function

void

 

OpenShaderCookStatistics

(
    TArray< FName > SelectedIdentifiers
)

Open the Shader cook stats

Public function

void

 

OpenSizeMapUI

(
    TArray< FAssetIdentifier > Selected...
)

Spawns size map with selected packages

Public function

void

 

OpenSizeMapUI

(
    TArray< FName > SelectedPackages
)

Public function

void

 

RefreshRegistryData()

Refreshes the management dictionary and all sources

Public function

void

 

SetCurrentRegistrySource

(
    const FString& SourceName
)

Sets the current registry source, this loads the asset registry state if needed and may spawn a file load dialog for custom

Public function

bool

 

WriteCollection

(
    FName CollectionName,
    ECollectionShareType::Type ShareTyp...,
    const TArray< FName >& PackageName...,
    bool bShowFeedback
)

Creates a collection from a list of packages, will overwrite/modify an existing collection of the same name.

Constants

Name

Description

AllPrimaryAssetTypes

Fake type returned from type combo box to mean all types

ChunkFakeAssetDataPackageName

Specific package path inside PrimaryAssetFakeAssetDataPackagePath representing chunks

ChunksName

CookRuleName

DiskSizeName

ManagedDiskSizeName

ManagedResourceSizeName

PrimaryAssetFakeAssetDataPackagePath

Fake package path used by placeholder asset data, has primary asset ID added to it to set package name

ResourceSizeName

Custom column names

TotalUsageName

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss