Asset Manager

Asset Manager

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Actions

Async Change Bundle State for Matching Primary Assets

Change the bundle state of all assets that match OldBundles to instead contain NewBundles. This will not change the loaded status of primary assets but will load or unload secondary assets based on the bundles.

Target is Async Action Change Primary Asset Bundles

Async Change Bundle State for Primary Asset List

Change the bundle state of specific assets in PrimaryAssetList. AddBundles are added to the final state and RemoveBundles are removed, an empty array will make no change. This will not change the loaded status of primary assets but will load or unload secondary assets based on the bundles.

Target is Async Action Change Primary Asset Bundles

Async Load Primary Asset

Load a primary asset object into memory, this will cause it to stay loaded until it is explicitly unloaded. The completed event will happen when the load succeeds or fails, you should cast the Loaded object to verify it is the correct type. If LoadBundles is specified, those bundles are loaded along with the asset.

Target is Async Action Load Primary Asset

Async Load Primary Asset Class

Load a primary asset class into memory, this will cause it to stay loaded until it is explicitly unloaded. The completed event will happen when the load succeeds or fails, you should cast the Loaded class to verify it is the correct type. If LoadBundles is specified, those bundles are loaded along with the asset.

Target is Async Action Load Primary Asset Class

Async Load Primary Asset Class List

Load a list of primary asset classes into memory, this will cause them to stay loaded until explicitly unloaded. The completed event will happen when the load succeeds or fails, and the Loaded list will contain all of the requested classes found at completion. If LoadBundles is specified, those bundles are loaded along with the assets.

Target is Async Action Load Primary Asset Class List

Async Load Primary Asset List

Load a list of primary asset objects into memory, this will cause them to stay loaded until explicitly unloaded. The completed event will happen when the load succeeds or fails, and the Loaded list will contain all of the requested assets found at completion. If LoadBundles is specified, those bundles are loaded along with the assets.

Target is Async Action Load Primary Asset List

Get Class from Primary Asset Id

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

Target is Kismet System Library

Get Current Bundle State

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

Target is Kismet System Library

Get Object from Primary Asset Id

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

Target is Kismet System Library

Get Primary Asset Id from Class

Returns the Primary Asset Id for a Class, this can return an invalid one if not registered

Target is Kismet System Library

Get Primary Asset Id from Object

Returns the Primary Asset Id for an Object, this can return an invalid one if not registered

Target is Kismet System Library

Get Primary Asset Id from Soft Class Reference

Returns the Primary Asset Id for a Soft Class Reference, this can return an invalid one if not registered

Target is Kismet System Library

Get Primary Asset Id from Soft Object Reference

Returns the Primary Asset Id for a Soft Object Reference, this can return an invalid one if not registered

Target is Kismet System Library

Get Primary Asset Id List

Returns list of PrimaryAssetIds for a PrimaryAssetType

Target is Kismet System Library

Get Primary Assets with Bundle State

Returns the list of assets that are in a given bundle state. Required Bundles must be specified If ExcludedBundles is not empty, it will not return any assets in those bundle states If ValidTypes is not empty, it will only return assets of those types If ForceCurrentState is true it will use the current state even if a load is in process

Target is Kismet System Library

Get Soft Class Reference from Primary Asset Id

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

Target is Kismet System Library

Get Soft Object Reference from Primary Asset Id

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

Target is Kismet System Library

Is Valid Data Registry Id

Returns true if this is a non-empty item identifier, does not check if it is currently registered

Target is Data Registry Subsystem

Is Valid Primary Asset Id

Returns true if the Primary Asset Id is valid

Target is Kismet System Library

Is Valid Primary Asset Type

Returns list of Primary Asset Ids for a PrimaryAssetType

Target is Kismet System Library

To String (PrimaryAssetId)

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

Target is Kismet System Library

To String (PrimaryAssetType)

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

Target is Kismet System Library

Unload Primary Asset

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

Target is Kismet System Library

Unload Primary Asset List

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

Target is Kismet System Library