FAssetBundleData

A struct with a list of asset bundle entries.

Windows
MacOS
Linux

References

Module

CoreUObject

Header

/Engine/Source/Runtime/CoreUObject/Public/AssetRegistry/AssetBundleData.h

Include

#include "AssetRegistry/AssetBundleData.h"

Syntax

struct FAssetBundleData

Remarks

A struct with a list of asset bundle entries. If one of these is inside a UObject it will get automatically exported as the asset registry tag AssetBundleData

Variables

Name Description

Public variable

TArray< FAssetB...

 

Bundles

List of bundles defined

Constructors

Name Description

Public function

FAssetBundleData()

Declare constructors inline so this can be a header only class

Public function

FAssetBundleData

(
    const FAssetBundleData&
)

Public function

FAssetBundleData

(
    FAssetBundleData&&
)

Destructors

Name Description

Public function

~FAssetBundleData()

Functions

Name Description

Public function

void

 

AddBundleAsset

(
    FName BundleName,
    const FSoftObjectPath& AssetPath
)

Adds or updates an entry with the given BundleName -> Path.

Public function

void

 

AddBundleAsset

(
    FName BundleName,
    const TSoftObjectPtr< T >& SoftObj...
)

Public function

void

 

AddBundleAssets

(
    FName BundleName,
    const TArray< FSoftObjectPath >& A...
)

Adds multiple assets at once

Public function Const

bool

 

ExportTextItem

(
    FString& ValueStr,
    FAssetBundleData const& DefaultVal...,
    UObject* Parent,
    int32 PortFlags,
    UObject* ExportRootScope
)

Override Import/Export to not write out empty structs

Public function

FAssetBundle...

 

FindEntry

(
    FName SearchName
)

Returns pointer to an entry with given Scope/Name

Public function

bool

 

ImportTextItem

(
    const TCHAR*& Buffer,
    int32 PortFlags,
    UObject* Parent,
    FOutputDevice* ErrorText
)

Public function

void

 

Reset()

Resets the data to defaults

Public function

void

 

SetBundleAssets

(
    FName BundleName,
    TArray< FSoftObjectPath >&& AssetP...
)

A fast set of asset bundle assets, will destroy copied in path list

Public function Const

FString

 

ToDebugString()

Operators

Name Description

Public function Const

bool

 

operator!=

(
    const FAssetBundleData& Other
)

Public function

FAssetBundle...

 

operator=

(
    FAssetBundleData&&
)

Public function

FAssetBundle...

 

operator=

(
    const FAssetBundleData&
)

Public function Const

bool

 

operator==

(
    const FAssetBundleData& Other
)

Equality

Deprecated Functions

Name Description

Public function

FAssetBundle...

 

FindEntry

(
    const FPrimaryAssetId& SearchScope,
    FName SearchName
)

Bundles scopes are removed, please use FindEntry(FName) instead

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss