UEditorAssetLibrary::SaveDirectory

Save the packages the assets live in inside the directory.

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 SaveDirectory
(
    const FString & DirectoryPath,
    bool bOnlyIfIsDirty,
    bool bRecursive
)

Remarks

Save the packages the assets live in inside the directory. All objects that are in the directory will be saved. Will try to checkout the file first. Assets will be loaded before being saved.

Returns

True if the operation succeeds.

Parameters

Parameter

Description

DirectoryPath

Directory that will be checked out and saved.

bOnlyIfIsDirty

Only checkout asset that are dirty.

bRecursive

The search will be recursive and it will save the asset in the sub folders.

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