UAssetManager::InitializeAssetBundlesFromMetadata

Initializes asset bundle data from a passed in struct or class, this will read the AssetBundles metadata off the UProperties.

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/AssetManager.h

Include

#include "Engine/AssetManager.h"

Source

/Engine/Source/Runtime/Engine/Private/AssetManager.cpp

Syntax

virtual void InitializeAssetBundlesFromMetadata
(
    const UStruct * Struct,
    const void * StructValue,
    FAssetBundleData & AssetBundle,
    FName DebugName
) const

Remarks

Initializes asset bundle data from a passed in struct or class, this will read the AssetBundles metadata off the UProperties. As an example this property definition:

TSoftObjectPtr CurveTableReference;

Would add the value of CurveTableReference to both the Client and Server asset bundles

Parameters

Parameter

Description

Struct

UScriptStruct or UClass representing the property hierarchy

StructValue

Location in memory of Struct or Object

AssetBundle

Bundle that will be filled out

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