FFindReferencedAssets

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Inheritance Hierarchy

FGCObject

FFindReferencedAssets

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Public/ReferencedAssetsUtils.h

Include

#include "ReferencedAssetsUtils.h"

Syntax

class FFindReferencedAssets : public FGCObject

Variables

Name Description

Protected variable

TArray< UClass ...

 

IgnoreClasses

This is a list of classes that should be ignored when building the asset list as they are always loaded and therefore not pertinent

Protected variable

TArray< UObject...

 

IgnorePackages

This is a list of packages that should be ignored when building the asset list as they are always loaded and therefore not pertinent

Protected variable

FDelegateHandle

 

OnEditorMapChangeDelegateHandle

Handle to the registered OnEditorMapChange delegate.

Protected variable

ObjectReference...

 

ReferenceGraph

The object graph for the assets referenced by the currently selected actors.

Protected variable

TArray< FRefere...

 

Referencers

Holds the list of assets that are being referenced by the current selection

Constructors

Name Description

Public function

FFindReferencedAssets()

Constructor. Builds the list of items to ignore

Destructors

Name Description

Public function Virtual

~FFindReferencedAssets()

Destructor

Functions

Name Description

Public function Static

void

 

BuildAssetList

(
    UObject* Object,
    const TArray< UClass* >& Igno...,
    const TArray< UObject* >& Ign...,
    TSet< UObject* >& ReferencedA...,
    bool bIncludeDefaultRefs
)

Returns a list of all assets referenced by the specified UObject.

Protected function

void

 

OnEditorMapChange

(
    uint32 Flag
)

Listens for MapChange events. Clears all references to actors in the current level.

Public function Static

bool

 

ShouldSearchForAssets

(
    const UObject* Object,
    const TArray< UClass* >& Clas...,
    const TArray< UObject* >& Pac...,
    bool bIncludeDefaults
)

Checks an object to see if it should be included for asset searching

Overridden from FGCObject

Name Description

Public function Virtual

void

 

AddReferencedObjects

(
    FReferenceCollector& Collector
)

=== FGCObject interface ===

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