| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Engine/AssetManagerSettings.h |
Include |
#include "Engine/AssetManagerSettings.h" |
class UAssetManagerSettings : public UDeveloperSettings
Settings for the Asset Management framework, which can be used to discover, load, and audit game-specific asset types
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AssetPathRedirects |
Redirect from /game/assetpath to /game/assetpathnew |
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bOnlyCookProductionAssets |
If true, DevelopmentCook assets will error when they are cooked, you should enable this on production branches |
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bShouldAcquireMissingChunksOnLoad |
If true, this will query the platform chunk install interface to request missing chunks for any requested primary asset loads |
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bShouldGuessTypeAndNameInEditor |
If true, PrimaryAsset Type/Name will be implied for assets in the editor even if bShouldManagerDetermineTypeAndName is false. |
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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. |
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CustomPrimaryAssetRules |
List of game-specific asset rule overrides for types, this will not do anything by default |
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DirectoriesToExclude |
List of directories to exclude from scanning for Primary Assets, useful to exclude test assets |
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MetaDataTagsForAssetRegistry |
The metadata tags to be transferred to the Asset Registry. |
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PrimaryAssetIdRedirects |
Redirect from Type:Name to Type:NameNew |
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PrimaryAssetRules |
List of specific asset rule overrides |
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PrimaryAssetTypeRedirects |
Redirect from Type to TypeNew |
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PrimaryAssetTypesToScan |
List of asset types to scan at startup |
Name | Description | |
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UAssetManagerSettings() |
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PostEditChangeProperty ( |
UObject interface |
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PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
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PostReloadConfig ( |
Called from ReloadConfig after the object has reloaded its configuration data. |
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PreEditChange ( |
This is called when a property is about to be modified externally |