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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AssetClassPath |
The path of the asset's class, e.g. /Script/Engine.StaticMesh |
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AssetName |
The name of the asset without the package |
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uint32 |
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 constructors. |
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FAssetData ( |
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FAssetData ( |
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FAssetData ( |
Constructor taking a UObject. |
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FAssetData ( |
Constructor taking a UObject. |
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FAssetData ( |
Class names are now represented by path names. Please use a version of FAssetData constructor that uses FTopLevelAssetPath. |
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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 ( |
Class names are now represented by path names. Please use a version of FAssetData constructor that uses FTopLevelAssetPath. |
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FAssetData ( |
Constructor building the ObjectPath in the form of InPackageName.InAssetName. |
Name | Description | ||
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void |
AddChunkID ( |
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void |
AppendObjectPath ( |
Append the object path to the given string. |
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void |
AppendObjectPath ( |
Append the object path to the given string builder. |
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void |
ClearChunkIDs() |
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void |
EnumerateTags ( |
Call the given function for each tag on the asset. |
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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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bool |
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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SIZE_T |
GetChunkArrayRegistryAllocatedSize() |
Returns overhead of the chunk array registry that's used to manage chunk ID arrays. |
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FChunkArrayV... |
GetChunkIDs() |
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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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void |
GetExportTextName ( |
Populates OutExportTextNameBuilder with the name for the asset in the form: Class'FullPath' |
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void |
GetExportTextName ( |
Populates OutExportTextName with the name for the asset in the form: Class'FullPath' |
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GetExportTextName() |
Returns the name for the asset in the form: Class'FullPath' |
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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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void |
GetFullName ( |
Populates OutFullName with the full name for the asset in the form: Class FullPath |
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void |
GetFullName ( |
Populates OutFullNameBuilder with the full name for the asset in the form: Class ObjectPath |
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GetFullName() |
Returns the full name for the asset in the form: Class FullPath |
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GetObjectPathString() |
Return the object path as a string. |
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GetOptionalOuterPathName() |
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UPackage ... |
GetPackage() |
Tries to find the package in memory if it is loaded, otherwise loads it. |
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FPrimaryAsse... |
GetPrimaryAssetId() |
Gets primary asset id of this data |
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FSoftObjectP... |
GetSoftObjectPath() |
Convert to a SoftObjectPath. |
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bool |
GetTagValue |
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bool |
GetTagValue |
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bool |
GetTagValue |
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bool |
GetTagValue ( |
Try and get the value associated with the given tag as a type converted value |
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FAssetRegist... |
GetTagValueRef ( |
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GetTagValueRef ( |
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GetTagValueRef ( |
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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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bool |
HasAllPackageFlags ( |
Used to check whether all of the passed flags are set in the cached asset package flags. |
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bool |
HasAnyPackageFlags ( |
Used to check whether the any of the passed flags are set in the cached asset package flags. |
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bool |
HasSameChunkIDs ( |
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bool |
IsAssetLoaded() |
Returns true if the asset is loaded |
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bool |
IsInstanceOf ( |
Returns whether the Asset's class is equal to or a child class of the given class. |
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bool |
IsInstanceOf ( |
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bool |
IsRedirector() |
Returns true if the this asset is a redirector. |
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bool |
IsRedirector ( |
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bool |
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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bool |
IsTopLevelAsset() |
Returns true iff the Asset is a TopLevelAsset (not a subobject, its outer is a UPackage). |
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bool |
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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bool |
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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bool |
IsValid() |
Checks to see if this AssetData refers to an asset or is NULL |
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void |
NetworkWrite ( |
Note: these functions should only be used for live communication between processing running the same version of the engine. |
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void |
PrintAssetData() |
Prints the details of the asset to the log |
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void |
SerializeForCache ( |
Serialize as part of the registry cache. |
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void |
SerializeForCacheOldVersion ( |
Serialize as part of the registry cache using legacy paths (versioned) |
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void |
SetChunkIDs ( |
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void |
SetChunkIDs ( |
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void |
SetOptionalOuterPathName ( |
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void |
SetTagsAndAssetBundles ( |
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void |
Shrink() |
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FSoftObjectP... |
ToSoftObjectPath() |
TODO: Deprecate in favor of GetSoftObjectPath. |
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FTopLevelAss... |
TryConvertShortClassNameToPathName ( |
Helper function that tries to convert short class name to path name |
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bool |
TryNetworkRead ( |
Name | Description | ||
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bool |
operator!= ( |
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bool |
operator< ( |
Perform a lexical less-than operation on the PackageName and AssetName that uniquely identify two FAssetData. |
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operator= ( |
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operator= ( |
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bool |
operator== ( |
FAssetDatas are uniquely identified by PackageName and AssetName. |
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bool |
operator> ( |
Perform a lexical greater-than operation on the PackageName and AssetName that uniquely identify two FAssetData. |
Name |
Description |
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ECreationFlags |
Name |
Description |
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FChunkArray |
These are usually very small arrays and we can preallocate two elements for the same cost as one on 64-bit systems. |
FChunkArrayView |
Name | Description | ||
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AssetClass |
Class names are now represented by path names. Please use AssetClassPath. |
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TArray< int32, ... |
ChunkIDs |
Use SetChunkIDs/GetChunkIDs/AddChunkID instead. |
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ObjectPath |
FName asset paths have been deprecated. Use GetSoftObjectPath to get the path this asset will use in memory when loaded or GetObjectPathString() if you were just doing ObjectPath.ToString() |
Name | Description | ||
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FAssetData ( |
Class names are now represented by path names. Please use a version of FAssetData constructor that uses FTopLevelAssetPath. |
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FAssetData ( |
Class names are now represented by path names. Please use a version of FAssetData constructor that uses FTopLevelAssetPath. |
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FSoftObjectP... |
ToStringReference() |
ToStringReference was renamed to GetSoftObjectPath |