| UObjectBase
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Module |
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Header |
/Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Public/EditorAssetLibrary.h |
Include |
#include "EditorAssetLibrary.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UEditorAssetLibrary : public UBlueprintFunctionLibrary
Utility class to do most of the common functionalities with the ContentBrowser. The AssetRegistryHelpers class has more complex utilities. Use FindAssetData to get a FAssetData from an Asset Path. The Asset Path can be represented by ie. (Reference/Text Path) StaticMesh'/Game/MyFolder/MyAsset.MyAsset' ie. (Full Name) StaticMesh /Game/MyFolder/MyAsset.MyAsset ie. (Path Name) /Game/MyFolder/MyAsset.MyAsset ie. (Package Name) /Game/MyFolder/MyAsset The Directory Path can be represented by ie. /Game/MyNewFolder/ ie. /Game/MyNewFolder All operations can be slow. The editor should not be in play in editor mode. It will not work on assets of the type level.
Name | Description | ||
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CheckoutAsset ( |
Checkout the asset from the Content Browser. |
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CheckoutDirectory |
Checkout assets from the Content Browser. |
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CheckoutLoadedAsset ( |
Checkout the asset from the Content Browser. |
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CheckoutLoadedAssets |
Checkout the assets from the Content Browser. |
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ConsolidateAssets |
Consolidates an asset by replacing all references/uses of the provided AssetsToConsolidate with references to AssetToConsolidateTo. |
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DeleteAsset ( |
Delete the package the assets live in. |
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DeleteDirectory ( |
Delete the packages inside a directory. |
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DeleteLoadedAsset ( |
Delete an asset from the Content Browser that is already loaded. |
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DeleteLoadedAssets |
Delete assets from the Content Browser that are already loaded. |
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DoAssetsExist |
Check if the assets exist in the Content Browser. |
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DoesAssetExist ( |
Check if the asset exists in the Content Browser. |
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DoesDirectoryExist ( |
Check is the directory exist in the Content Browser. Directory operations |
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DoesDirectoryHaveAssets |
Check if there any asset that exist in the directory. |
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UObject *... |
DuplicateAsset |
Duplicate an asset from the Content Browser. |
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DuplicateDirectory |
Duplicate asset from the Content Browser that are in the folder. |
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UObject *... |
DuplicateLoadedAsset |
Duplicate an asset from the Content Browser that is already loaded. Will try to checkout the file. |
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FindAssetData ( |
Return the AssetData for the Asset that can then be used with the more complex lib AssetRegistryHelpers. |
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FindPackageReferencersForAsset |
Find Package Referencers for an asset. |
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GetMetadataTag |
Get the value associated with the given tag of a loaded asset's metadata. |
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GetMetadataTagValues ( |
Get all tags/values of a loaded asset's metadata. |
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GetPathNameForLoadedAsset ( |
Return a valid AssetPath for a loaded asset. |
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GetTagValues ( |
Gets all TagValues (from Asset Registry) associated with an (unloaded) asset as strings value. |
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ListAssetByTagValue |
Return the list of all the assets that have the pair of Tag/Value. |
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ListAssets |
Return the list of all the assets found in the DirectoryPath. List operations |
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UObject *... |
LoadAsset ( |
Load an asset from the Content Browser. |
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UClass * |
LoadBlueprintClass ( |
Load a Blueprint asset from the Content Browser and return its generated class. |
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MakeDirectory ( |
Create the directory on disk and in the Content Browser. |
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RemoveMetadataTag |
Remove the given tag from a loaded asset's metadata. |
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RenameAsset |
Rename an asset from the Content Browser. |
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RenameDirectory |
Rename assets from the Content Browser that are in the folder. |
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RenameLoadedAsset |
Rename an asset from the Content Browser that is already loaded. |
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SaveAsset |
Save the packages the assets live in. |
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SaveDirectory |
Save the packages the assets live in inside the directory. |
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SaveLoadedAsset |
Save the packages the assets live in. |
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SaveLoadedAssets |
Save the packages the assets live in. |
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SetMetadataTag |
Set the value associated with a given tag of a loaded asset's metadata. |
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SyncBrowserToObjects |
Sync the Content Browser to the given asset(s) |