Actions
Async Change Bundle State for Matching Primary Assets |
Change the bundle state of all assets that match OldBundles to instead contain NewBundles. Target is Async Action Change Primary Asset Bundles |
Async Change Bundle State for Primary Asset List |
Change the bundle state of assets in PrimaryAssetList. AddBundles are added and RemoveBundles are removed, both must be filled in but an empty array is allowed Target is Async Action Change Primary Asset Bundles |
Async Load Primary Asset |
Load a primary asset into memory. The completed delegate will go off when the load succeeds or fails, you should cast the Loaded object to verify it is the correct type. If LoadBundles is specified, those bundles are loaded along with the asset Target is Async Action Load Primary Asset |
Async Load Primary Asset Class |
Load a primary asset class into memory. The completed delegate will go off when the load succeeds or fails, you should cast the Loaded class to verify it is the correct type If LoadBundles is specified, those bundles are loaded along with the asset Target is Async Action Load Primary Asset Class |
Async Load Primary Asset Class List |
Load a list primary asset classes into memory. The completed delegate will go off when the load succeeds or fails, you should cast the Loaded object list to verify it is the correct type If LoadBundles is specified, those bundles are loaded along with the asset list Target is Async Action Load Primary Asset Class List |
Async Load Primary Asset List |
Load a list primary assets into memory. The completed delegate will go off when the load succeeds or fails, you should cast the Loaded object list to verify it is the correct type If LoadBundles is specified, those bundles are loaded along with the asset list Target is Async Action Load Primary Asset List |
Equal (PrimaryAssetId) |
Returns true if the values are equal (A == B) Target is Kismet System Library |
Equal (PrimaryAssetType) |
Returns true if the values are equal (A == B) Target is Kismet System Library |
Get Class from Primary Asset Id |
Returns the Blueprint Class associated with a Primary Asset Id, this will only return a valid object if it is in memory, it will not load it Target is Kismet System Library |
Get Current Bundle State |
Returns the list of loaded bundles for a given Primary Asset. This will return false if the asset is not loaded at all. If ForceCurrentState is true it will return the current state even if a load is in process Target is Kismet System Library |
Get Object from Primary Asset Id |
Returns the Object associated with a Primary Asset Id, this will only return a valid object if it is in memory, it will not load it Target is Kismet System Library |
Get Primary Asset Id from Class |
Returns the Primary Asset Id for a Class, this can return an invalid one if not registered Target is Kismet System Library |
Get Primary Asset Id from Object |
Returns the Primary Asset Id for an Object, this can return an invalid one if not registered Target is Kismet System Library |
Get Primary Asset Id from Soft Class Reference |
Returns the Primary Asset Id for a Soft Class Reference, this can return an invalid one if not registered Target is Kismet System Library |
Get Primary Asset Id from Soft Object Reference |
Returns the Primary Asset Id for a Soft Object Reference, this can return an invalid one if not registered Target is Kismet System Library |
Get Primary Asset Id List |
Returns list of PrimaryAssetIds for a PrimaryAssetType Target is Kismet System Library |
Get Primary Assets with Bundle State |
Returns the list of assets that are in a given bundle state. Required Bundles must be specified If ExcludedBundles is not empty, it will not return any assets in those bundle states If ValidTypes is not empty, it will only return assets of those types If ForceCurrentState is true it will use the current state even if a load is in process Target is Kismet System Library |
Get Soft Class Reference from Primary Asset Id |
Returns the Blueprint Class Id associated with a Primary Asset Id, this works even if the asset is not loaded Target is Kismet System Library |
Get Soft Object Reference from Primary Asset Id |
Returns the Object Id associated with a Primary Asset Id, this works even if the asset is not loaded Target is Kismet System Library |
Is Valid Primary Asset Id |
Returns true if the Primary Asset Id is valid Target is Kismet System Library |
Is Valid Primary Asset Type |
Returns list of Primary Asset Ids for a PrimaryAssetType Target is Kismet System Library |
NotEqual (PrimaryAssetId) |
Returns true if the values are not equal (A != B) Target is Kismet System Library |
NotEqual (PrimaryAssetType) |
Returns true if the values are not equal (A != B) Target is Kismet System Library |
ToString (PrimaryAssetId) |
Converts a Primary Asset Id to a string. The other direction is not provided because it cannot be validated Target is Kismet System Library |
ToString (PrimaryAssetType) |
Converts a Primary Asset Type to a string. The other direction is not provided because it cannot be validated Target is Kismet System Library |
Unload Primary Asset |
Unloads a primary asset, which allows it to be garbage collected if nothing else is referencing it Target is Kismet System Library |
Unload Primary Asset List |
Unloads a primary asset, which allows it to be garbage collected if nothing else is referencing it Target is Kismet System Library |