UAssetTagsSubsystem

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MacOS
Linux

Inheritance Hierarchy

References

Module

AssetTags

Header

/Engine/Plugins/Runtime/AssetTags/Source/AssetTags/Public/AssetTagsSubsystem.h

Include

#include "AssetTagsSubsystem.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UAssetTagsSubsystem : public UEngineSubsystem

Functions

Name Description

Public function UFunction BlueprintCallable, Category

bool

 

AddAssetDatasToCollection

(
    const FName Name,
    const TArray< FAssetData >& AssetD...
)

Add the given assets to the given collection.

Public function UFunction BlueprintCallable, Category

bool

 

AddAssetDataToCollection

(
    const FName Name,
    const FAssetData& AssetData
)

Add the given asset to the given collection.

Public function UFunction BlueprintCallable, Category

bool

 

AddAssetPtrsToCollection

(
    const FName Name,
    const TArray< UObject* >& Ass...
)

Add the given assets to the given collection.

Public function UFunction BlueprintCallable, Category

bool

 

AddAssetPtrToCollection

(
    const FName Name,
    const UObject* AssetPtr
)

Add the given asset to the given collection.

Public function UFunction BlueprintCallable, Category

bool

 

AddAssetsToCollection

(
    const FName Name,
    const TArray< FName >& AssetPathNa...
)

Add the given assets to the given collection.

Public function UFunction BlueprintCallable, Category

bool

 

AddAssetToCollection

(
    const FName Name,
    const FName AssetPathName
)

Add the given asset to the given collection.

Public function UFunction BlueprintCallable, Category

bool

 

CollectionExists

(
    const FName Name
)

Check whether the given collection exists.

Public function UFunction BlueprintCallable, Category

bool

 

CreateCollection

(
    const FName Name,
    const ECollectionScriptingShareType...
)

Create a new collection with the given name and share type.

Public function UFunction BlueprintCallable, Category

bool

 

DestroyCollection

(
    const FName Name
)

Destroy the given collection.

Public function UFunction BlueprintCallable, Category

bool

 

EmptyCollection

(
    const FName Name
)

Remove all assets from the given collection.

Public function UFunction BlueprintCallable, Category

TArray< FAss...

 

GetAssetsInCollection

(
    const FName Name
)

Get the assets in the given collection.

Public function UFunction BlueprintCallable, Category

TArray< FNam...

 

GetCollections()

Get the names of all available collections.

Public function UFunction BlueprintCallable, Category

TArray< FNam...

 

GetCollectionsContainingAsset

(
    const FName AssetPathName
)

Get the names of the collections that contain the given asset.

Public function UFunction BlueprintCallable, Category

TArray< FNam...

 

GetCollectionsContainingAssetData

(
    const FAssetData& AssetData
)

Get the names of the collections that contain the given asset.

Public function UFunction BlueprintCallable, Category

TArray< FNam...

 

GetCollectionsContainingAssetPtr

(
    const UObject* AssetPtr
)

Get the names of the collections that contain the given asset.

Public function UFunction BlueprintCallable, Category

bool

 

RemoveAssetDataFromCollection

(
    const FName Name,
    const FAssetData& AssetData
)

Remove the given asset from the given collection.

Public function UFunction BlueprintCallable, Category

bool

 

RemoveAssetDatasFromCollection

(
    const FName Name,
    const TArray< FAssetData >& AssetD...
)

Remove the given assets from the given collection.

Public function UFunction BlueprintCallable, Category

bool

 

RemoveAssetFromCollection

(
    const FName Name,
    const FName AssetPathName
)

Remove the given asset from the given collection.

Public function UFunction BlueprintCallable, Category

bool

 

RemoveAssetPtrFromCollection

(
    const FName Name,
    const UObject* AssetPtr
)

Remove the given asset from the given collection.

Public function UFunction BlueprintCallable, Category

bool

 

RemoveAssetPtrsFromCollection

(
    const FName Name,
    const TArray< UObject* >& Ass...
)

Remove the given assets from the given collection.

Public function UFunction BlueprintCallable, Category

bool

 

RemoveAssetsFromCollection

(
    const FName Name,
    const TArray< FName >& AssetPathNa...
)

Remove the given assets from the given collection.

Public function UFunction BlueprintCallable, Category

bool

 

RenameCollection

(
    const FName Name,
    const FName NewName
)

Rename the given collection.

Public function UFunction BlueprintCallable, Category

bool

 

ReparentCollection

(
    const FName Name,
    const FName NewParentName
)

Re-parent the given collection.

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