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Module |
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Header |
/Engine/Source/Runtime/CoreUObject/Public/AssetRegistry/AssetData.h |
Include |
#include "AssetRegistry/AssetData.h" |
struct FAssetData
A struct to hold important information about an assets found by the Asset Registry This struct is transient and should never be serialized
Name | Description | ||
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AssetClass |
The name of the asset's class |
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AssetName |
The name of the asset without the package |
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ChunkIDs |
The IDs of the pakchunks this asset is located in for streaming install. |
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ObjectPath |
The object path for the asset in the form PackageName.ObjectName, or PackageName.ObjectName:SubObjectName. |
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PackageFlags |
Asset package flags |
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PackageName |
The name of the package in which the asset is found, this is the full long package name such as /Game/Path/Package |
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PackagePath |
The path to the package in which the asset is found, this is /Game/Path with the Package stripped off |
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TSharedPtr< FAs... |
TaggedAssetBundles |
The 'AssetBundles' tag key is separated from TagsAndValues and typed for performance reasons. |
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TagsAndValues |
The map of values for properties that were marked AssetRegistrySearchable or added by GetAssetRegistryTags |
Name | Description | |
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FAssetData() |
Default constructor |
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FAssetData ( |
Constructor taking a UObject. |
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FAssetData |
Constructor taking a UObject. |
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FAssetData ( |
Constructor with a long package name and a full object path which might not be part of the package this asset is in. |
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FAssetData ( |
Constructor building the ObjectPath in the form of InPackageName.InAssetName. |
Name | Description | ||
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UObject *... |
FastGetAsset ( |
Returns the asset UObject if it is loaded or loads the asset if it is unloaded then returns the result |
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FindTag ( |
Try to find the given tag |
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UObject *... |
GetAsset() |
Returns the asset UObject if it is loaded or loads the asset if it is unloaded then returns the result |
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UClass * |
GetClass() |
Returns the class UClass if it is loaded. |
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const TCHAR ... |
GetCollectionTagPrefix() |
The prefix used for collection entries inside TagsAndValues |
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GetExportTextName ( |
Populates OutExportTextNameBuilder with the name for the asset in the form: Class'ObjectPath' |
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GetExportTextName ( |
Populates OutExportTextName with the name for the asset in the form: Class'ObjectPath' |
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GetExportTextName() |
Returns the name for the asset in the form: Class'ObjectPath' |
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T * |
GetFirstAsset ( |
Convenience template for finding first asset of a class |
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GetFirstAssetDataOfClass ( |
Get the first FAssetData of a particular class from an Array of FAssetData |
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GetFullName() |
Returns the full name for the asset in the form: Class ObjectPath |
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GetFullName ( |
Populates OutFullNameBuilder with the full name for the asset in the form: Class ObjectPath |
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GetFullName ( |
Populates OutFullName with the full name for the asset in the form: Class ObjectPath |
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UPackage ... |
GetPackage() |
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FPrimaryAsse... |
GetPrimaryAssetId() |
Gets primary asset id of this data |
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GetTagValue |
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GetTagValue ( |
Try and get the value associated with the given tag as a type converted value |
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GetTagValue |
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GetTagValue |
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GetTagValueRef ( |
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ValueType |
GetTagValueRef ( |
Try and get the value associated with the given tag as a type converted value, or an empty value if it doesn't exist |
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GetTagValueRef ( |
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FAssetRegist... |
GetTagValueRef ( |
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GetTagValueRef ( |
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HasAllPackageFlags ( |
Used to check whether all of the passed flags are set in the cached asset package flags. |
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HasAnyPackageFlags ( |
Used to check whether the any of the passed flags are set in the cached asset package flags. |
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IsAssetLoaded() |
Returns true if the asset is loaded |
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IsRedirector() |
Returns true if the this asset is a redirector. |
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IsRedirector ( |
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IsTopLevelAsset() |
Returns true iff the Asset is a TopLevelAsset (not a subobject, its outer is a UPackage). |
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IsTopLevelAsset ( |
Returns true iff the given Object, assumed to be an Asset, is a TopLevelAsset (not a subobject, its outer is a UPackage). |
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IsUAsset ( |
Returns true if the given UObject is the main asset in a package, true for maps and assets but false for secondary objects like class redirectors Every UAsset is also a TopLevelAsset. |
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IsUAsset() |
Returns true if this is the main asset in a package, true for maps and assets but false for secondary objects like class redirectors Every UAsset is also a TopLevelAsset. |
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IsValid() |
Checks to see if this AssetData refers to an asset or is NULL |
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PrintAssetData() |
Prints the details of the asset to the log |
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SerializeForCache ( |
Serialize as part of the registry cache. |
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SetTagsAndAssetBundles ( |
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Shrink() |
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FSoftObjectP... |
ToSoftObjectPath() |
Convert to a SoftObjectPath for loading |
Name | Description | ||
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operator!= ( |
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operator< ( |
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operator== ( |
FAssetDatas are equal if their object paths match |
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operator> ( |
Name |
Description |
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ECreationFlags |
Name | Description | ||
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FSoftObjectP... |
ToStringReference() |
ToStringReference was renamed to ToSoftObjectPath |