UAssetManagerSettings

Settings for the Asset Management framework, which can be used to discover, load, and audit game-specific asset types

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/AssetManagerSettings.h

Include

#include "Engine/AssetManagerSettings.h"

Syntax

class UAssetManagerSettings : public UDeveloperSettings

Remarks

Settings for the Asset Management framework, which can be used to discover, load, and audit game-specific asset types

Variables

Name Description

Public variable

TArray< FAssetM...

 

AssetPathRedirects

Redirect from /game/assetpath to /game/assetpathnew

Public variable

bool

 

bOnlyCookProductionAssets

If true, DevelopmentCook assets will error when they are cooked, you should enable this on production branches

Public variable

bool

 

bShouldAcquireMissingChunksOnLoad

If true, this will query the platform chunk install interface to request missing chunks for any requested primary asset loads

Public variable

bool

 

bShouldGuessTypeAndNameInEditor

If true, PrimaryAsset Type/Name will be implied for assets in the editor even if bShouldManagerDetermineTypeAndName is false.

Public variable

bool

 

bShouldManagerDetermineTypeAndName

If true, the asset manager will determine the type and name for Primary Assets that do not implement GetPrimaryAssetId, by calling DeterminePrimaryAssetIdForObject and using the ini settings.

Public variable

TArray< FPrimar...

 

CustomPrimaryAssetRules

List of game-specific asset rule overrides for types, this will not do anything by default

Public variable

TArray< FDirect...

 

DirectoriesToExclude

List of directories to exclude from scanning for Primary Assets, useful to exclude test assets

Public variable

TSet< FName >

 

MetaDataTagsForAssetRegistry

The metadata tags to be transferred to the Asset Registry.

Public variable

TArray< FAssetM...

 

PrimaryAssetIdRedirects

Redirect from Type:Name to Type:NameNew

Public variable

TArray< FPrimar...

 

PrimaryAssetRules

List of specific asset rule overrides

Public variable

TArray< FAssetM...

 

PrimaryAssetTypeRedirects

Redirect from Type to TypeNew

Public variable

TArray< FPrimar...

 

PrimaryAssetTypesToScan

List of asset types to scan at startup

Constructors

Name Description

Public function

UAssetManagerSettings()

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

UObject interface

Public function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Public function Virtual

void

 

PostReloadConfig

(
    FProperty* PropertyThatWasLoad...
)

Called from ReloadConfig after the object has reloaded its configuration data.

Public function Virtual

void

 

PreEditChange

(
    FProperty* PropertyAboutToChan...
)

This is called when a property is about to be modified externally

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