unreal.AssetRegistryHelpers
¶
-
class
unreal.
AssetRegistryHelpers
(outer=None, name='None')¶ Bases:
unreal.Object
Asset Registry Helpers
C++ Source:
Module: AssetRegistry
File: AssetRegistryHelpers.h
-
classmethod
create_asset_data
(asset, allow_blueprint_class=False) → AssetData¶ Creates asset data from a UObject.
-
classmethod
get_asset
(asset_data) → Object¶ Returns the asset UObject if it is loaded or loads the asset if it is unloaded then returns the result
-
classmethod
get_asset_registry
() → AssetRegistry¶ Get Asset Registry
- Returns
- Return type
-
classmethod
get_class
(asset_data)¶ Get Class
-
classmethod
get_export_text_name
(asset_data) → str¶ Returns the name for the asset in the form: Class’ObjectPath’
-
classmethod
get_full_name
(asset_data) → str¶ Returns the full name for the asset in the form: Class ObjectPath
-
classmethod
get_tag_value
(asset_data, tag_name) → str or None¶ Gets the value associated with the given tag as a string
-
classmethod
is_u_asset
(asset_data) → bool¶ Returns true if this is the primary asset in a package, true for maps and assets but false for secondary objects like class redirectors
-
classmethod
is_valid
(asset_data) → bool¶ Checks to see if this AssetData refers to an asset or is NULL
Populates the FARFilters tags and values map with the passed in tags and values
- Parameters
filter (ARFilter) –
tags_and_values (Array(TagAndValue)) –
- Returns
- Return type
-
classmethod
to_soft_object_path
(asset_data) → SoftObjectPath¶ Convert to a SoftObjectPath for loading
- Parameters
asset_data (AssetData) –
- Returns
- Return type