unreal.AssetData

class unreal.AssetData(object_path='None', package_name='None', package_path='None', asset_name='None', asset_class='None')

Bases: unreal.StructBase

A struct to hold important information about an assets found by the Asset Registry This struct is transient and should never be serialized

C++ Source:

  • Module: CoreUObject

  • File: NoExportTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_class (Name): [Read-Write] Asset Class: The name of the asset’s class

  • asset_name (Name): [Read-Write] Asset Name: The name of the asset without the package

  • object_path (Name): [Read-Write] Object Path: The object path for the asset in the form PackageName.AssetName. Only top level objects in a package can have AssetData

  • package_name (Name): [Read-Write] Package Name: The name of the package in which the asset is found, this is the full long package name such as /Game/Path/Package

  • package_path (Name): [Read-Write] Package Path: The path to the package in which the asset is found, this is /Game/Path with the Package stripped off

property asset_class

[Read-Only] Asset Class: The name of the asset’s class

Type

(Name)

property asset_name

[Read-Only] Asset Name: The name of the asset without the package

Type

(Name)

get_asset() Object

Returns the asset UObject if it is loaded or loads the asset if it is unloaded then returns the result

Return type

Object

get_class()

Get Class

Return type

type(Class)

get_export_text_name() str

Returns the name for the asset in the form: Class’ObjectPath’

Return type

str

get_full_name() str

Returns the full name for the asset in the form: Class ObjectPath

Return type

str

get_tag_value(tag_name) str or None

Gets the value associated with the given tag as a string

Parameters

tag_name (Name) –

Returns

out_tag_value (str):

Return type

str or None

is_asset_loaded() bool

Returns true if the asset is loaded

Return type

bool

is_redirector() bool

Returns true if the this asset is a redirector.

Return type

bool

is_u_asset() bool

Returns true if this is the primary asset in a package, true for maps and assets but false for secondary objects like class redirectors

Return type

bool

is_valid() bool

Checks to see if this AssetData refers to an asset or is NULL

Return type

bool

property object_path

[Read-Only] Object Path: The object path for the asset in the form PackageName.AssetName. Only top level objects in a package can have AssetData

Type

(Name)

property package_name

[Read-Only] Package Name: The name of the package in which the asset is found, this is the full long package name such as /Game/Path/Package

Type

(Name)

property package_path

[Read-Only] Package Path: The path to the package in which the asset is found, this is /Game/Path with the Package stripped off

Type

(Name)

to_soft_object_path() SoftObjectPath

Convert to a SoftObjectPath for loading

Return type

SoftObjectPath