UAssetGuideline

User data that can be attached to assets to check on load for guidlelines (plugins, project settings, etc).

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Inheritance Hierarchy

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Classes/Editor/AssetGuideline.h

Include

#include "Editor/AssetGuideline.h"

Syntax

class UAssetGuideline : public UAssetUserData

Remarks

User data that can be attached to assets to check on load for guidlelines (plugins, project settings, etc).

This class intentionally does not accept FText arguments. The project using your bundled asset would need to have your localization tables, and we currently do not support text table referencing.

Variables

Name Description

Public variable

FName

 

GuidelineName

Name of this guideline, we will only check once per unique guideline name.

Public variable

TArray< FString...

 

Plugins

Plugins to check for on load

Public variable

TArray< FIniStr...

 

ProjectSettings

Project settings to check for on load. Look at your .ini's to populate this.

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Public function Virtual Const

bool

 

IsPostLoadThreadSafe()

Begin UObject interface

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.