Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Engine/DataAsset.h |
Include |
#include "Engine/DataAsset.h" |
class UPrimaryDataAsset : public UDataAsset
A DataAsset that implements GetPrimaryAssetId and has asset bundle support, which makes it something that can be manually loaded/unloaded from the AssetManager Making blueprint subclasses of this is useful because you can make blueprint-only primary asset types Blueprint subclasses will end up with a PrimaryAssetType equal to the name of the first native class found going up the hierarchy, or the top level blueprint class that directly subclasses this IE, if you have PrimaryDataAsset -> ParentNativeClass -> ChildNativeClass -> BlueprintAsset the type will be ChildNativeClass Whereas if you have PrimaryDataAsset -> ParentBlueprintClass -> ChildBlueprintClass the type will be ParentBlueprintClass To override this behavior, override GetPrimaryAssetId in your native class
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AssetBundleData |
Asset Bundle data computed at save time. In cooked builds this is accessible from AssetRegistry |
Name | Description | ||
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UpdateAssetBundleData() |
This scans the class for AssetBundles metadata on asset properties and initializes the AssetBundleData with InitializeAssetBundlesFromMetadata |
Name | Description | ||
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FPrimaryAsse... |
GetPrimaryAssetId() |
Returns an Type:Name pair representing the PrimaryAssetId for this object. |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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PreSave ( |
Updates AssetBundleData |