class unreal.PrimaryAssetLabel(outer=None, name='None')

Bases: unreal.PrimaryDataAsset

A seed file that is created to mark referenced assets as part of this primary asset

C++ Source:

  • Module: Engine

  • File: PrimaryAssetLabel.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_collection (CollectionReference): [Read-Write] Collection to load asset references out of

  • explicit_assets (Array(Object)): [Read-Write] List of manually specified assets to label

  • explicit_blueprints (Array(Class)): [Read-Write] List of manually specified blueprint assets to label

  • is_runtime_label (bool): [Read-Write] Set to true if the label asset itself should be cooked and available at runtime. This does not affect the assets that are labeled, they are set with cook rule

  • label_assets_in_my_directory (bool): [Read-Write] True to Label everything in this directory and sub directories

  • rules (PrimaryAssetRules): [Read-Write] Management rules for this specific asset, if set it will override the type rules