unreal.PrimaryAssetId

class unreal.PrimaryAssetId(primary_asset_type=['None'], primary_asset_name='None')

Bases: unreal.StructBase

This identifies an object as a “primary” asset that can be searched for by the AssetManager and used in various tools note: The full C++ class is located here: EngineSourceRuntimeCoreUObjectPublicUObjectPrimaryAssetId.h

C++ Source:

  • Module: CoreUObject

  • File: NoExportTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • primary_asset_name (Name): [Read-Write] The Name of this object, by default its short name

  • primary_asset_type (PrimaryAssetType): [Read-Write] The Type of this object, by default its base class’s name

__bool__()

Returns true if the Primary Asset Id is valid

__eq__(other)

Overloads:

  • PrimaryAssetId Returns true if the values are equal (A == B)

__ne__(other)

Overloads:

  • PrimaryAssetId Returns true if the values are not equal (A != B)

get_class()

Returns the Blueprint Class associated with a Primary Asset Id, this will only return a valid object if it is in memory, it will not load it

Returns

Return type

type(Class)

get_current_bundle_state(force_current_state)Array(Name) or None

Returns the list of loaded bundles for a given Primary Asset. This will return false if the asset is not loaded at all. If ForceCurrentState is true it will return the current state even if a load is in process

Parameters

force_current_state (bool) –

Returns

out_bundles (Array(Name)):

Return type

Array(Name) or None

get_object()Object

Returns the Object associated with a Primary Asset Id, this will only return a valid object if it is in memory, it will not load it

Returns

Return type

Object

get_soft_class_reference()Class

Returns the Blueprint Class Id associated with a Primary Asset Id, this works even if the asset is not loaded

Returns

Return type

Class

get_soft_object_reference()Object

Returns the Object Id associated with a Primary Asset Id, this works even if the asset is not loaded

Returns

Return type

Object

is_valid()bool

Returns true if the Primary Asset Id is valid

Returns

Return type

bool

property primary_asset_name

[Read-Write] The Name of this object, by default its short name

Type

(Name)

property primary_asset_type

[Read-Write] The Type of this object, by default its base class’s name

Type

(PrimaryAssetType)

to_string()str

Converts a Primary Asset Id to a string. The other direction is not provided because it cannot be validated

Returns

Return type

str

unload()None

Unloads a primary asset, which allows it to be garbage collected if nothing else is referencing it