UEditorAssetLibrary::SaveLoadedAsset

Save the packages the assets live in.

Windows
MacOS
Linux

References

Module

EditorScriptingUtilities

Header

/Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Public/EditorAssetLibrary.h

Include

#include "EditorAssetLibrary.h"

Source

/Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Private/EditorAssetLibrary.cpp

Syntax

[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset")
static bool SaveLoadedAsset
(
    UObject * AssetToSave,
    bool bOnlyIfIsDirty
)

Remarks

Save the packages the assets live in. All objects that live in the package will be saved. Will try to checkout the file. Save operation

Returns

True if the operation succeeds.

Parameters

Parameter

Description

AssetToSave

Asset that we want to save.

bOnlyIfIsDirty

Only checkout asset that are dirty.

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