Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/Engine/AssetManager.h |
Include |
#include "Engine/AssetManager.h" |
Source |
/Engine/Source/Runtime/Engine/Private/AssetManager.cpp |
Scans a list of paths and reads asset data for all primary assets of a specific type. If done in the editor it will load the data off disk, in cooked games it will load out of the asset registry cache
Number of primary assets found
Parameter |
Description |
---|---|
PrimaryAssetType |
Type of asset to look for. If the scanned asset matches GetPrimaryAssetType with this it will be added to directory |
Paths |
List of file system paths to scan |
BaseClass |
Base class of all loaded assets, if the scanned asset isn't a child of this class it will be skipped |
bHasBlueprintClasses |
If true, the assets are blueprints that subclass BaseClass. If false they are base UObject assets |
bIsEditorOnly |
If true, assets will only be scanned in editor builds, and will not be stored into the asset registry |
bForceSynchronousScan |
If true will scan the disk synchronously, otherwise will wait for asset registry scan to complete |