FPrimaryAssetTypeInfo

Structure with publicly exposed information about an asset type.

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References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/AssetManagerTypes.h

Include

#include "Engine/AssetManagerTypes.h"

Syntax

struct FPrimaryAssetTypeInfo

Remarks

Structure with publicly exposed information about an asset type. These can be loaded out of a config file.

Variables

Name Description

Public variable

TObjectPtr< UCl...

 

AssetBaseClassLoaded

Base Class of all assets of this type

Public variable

TArray< FString...

 

AssetScanPaths

Combination of directories and individual assets to search for this asset type.

Public variable

bool

 

bHasBlueprintClasses

True if the assets loaded are blueprints classes, false if they are normal UObjects

Public variable

bool

 

bIsDynamicAsset

True if this is an asset created at runtime that has no on disk representation.

Public variable

bool

 

bIsEditorOnly

True if this type is editor only

Public variable

int32

 

NumberOfAssets

Number of tracked assets of that type

Public variable

FName

 

PrimaryAssetType

The logical name for this type of Primary Asset

Public variable

FPrimaryAssetRu...

 

Rules

Default management rules for this type, individual assets can be overridden

Constructors

Name Description

Public function

FPrimaryAssetTypeInfo()

Public function

FPrimaryAssetTypeInfo

(
    FName InPrimaryAssetType,
    UClass* InAssetBaseClass,
    bool bInHasBlueprintClasses,
    bool bInIsEditorOnly
)

Public function

FPrimaryAssetTypeInfo

(
    FName InPrimaryAssetType,
    UClass* InAssetBaseClass,
    bool bInHasBlueprintClasses,
    bool bInIsEditorOnly,
    TArray< FDirectoryPath >&& InDirec...,
    TArray< FSoftObjectPath >&& InSpec...
)

Functions

Name Description

Public function

void

 

FillRuntimeData

(
    bool& bIsValid,
    bool& bBaseClassWasLoaded
)

Fills out transient variables based on parsed ones.

Public function Const

const TSoftC...

 

GetAssetBaseClass()

Public function

TArray< FDir...

 

GetDirectories()

Public function

TArray< FSof...

 

GetSpecificAssets()

Public function

void

 

SetAssetBaseClass

(
    const TSoftClassPtr< UObject >& In...
)