unreal.AssetRegistry

class unreal.AssetRegistry(outer: Object | None = None, name: Name | str = 'None')

Bases: Interface

Asset Registry

C++ Source:

  • Module: AssetRegistry

  • File: IAssetRegistry.h

get_all_assets(include_only_on_disk_assets=False) Array[AssetData] or None

Gets asset data for all assets in the registry. This method may be slow, use a filter if possible to avoid iterating over the entire registry.

Parameters:

include_only_on_disk_assets (bool) –

Returns:

out_asset_data (Array[AssetData]): the list of assets in this path

Return type:

Array[AssetData] or None

get_all_cached_paths() Array[str]

Gets a list of all paths that are currently cached

Returns:

out_path_list (Array[str]):

Return type:

Array[str]

get_ancestor_class_names(class_path_name) Array[TopLevelAssetPath] or None

Returns true if the specified ClassName’s ancestors could be found. If so, OutAncestorClassNames is a list of all its ancestors. This can be slow if temporary caching mode is not on

Parameters:

class_path_name (TopLevelAssetPath) –

Returns:

out_ancestor_class_names (Array[TopLevelAssetPath]):

Return type:

Array[TopLevelAssetPath] or None

get_asset_by_object_path(object_path, include_only_on_disk_assets=False) AssetData

Get Asset by Object Path

Parameters:
  • object_path (Name) –

  • include_only_on_disk_assets (bool) –

Return type:

AssetData

get_assets(filter, skip_ar_filtered_assets=True) Array[AssetData] or None

Gets asset data for all assets that match the filter. Assets returned must satisfy every filter component if there is at least one element in the component’s array. Assets will satisfy a component if they match any of the elements in it.

Parameters:
  • filter (ARFilter) – filter to apply to the assets in the AssetRegistry

  • skip_ar_filtered_assets (bool) – If true, skips Objects that return true for IsAsset but are not assets in the current platform.

Returns:

out_asset_data (Array[AssetData]): the list of assets in this path

Return type:

Array[AssetData] or None

get_assets_by_class(class_path_name, search_sub_classes=False) Array[AssetData] or None

Gets asset data for all assets with the supplied class

Parameters:
  • class_path_name (TopLevelAssetPath) – the full path of the class name of the assets requested, in a TopLevelAssetPath structure.

  • search_sub_classes (bool) – if true, all subclasses of the passed in class will be searched as well

Returns:

out_asset_data (Array[AssetData]): the list of assets in this path

Return type:

Array[AssetData] or None

get_assets_by_package_name(package_name, include_only_on_disk_assets=False, skip_ar_filtered_assets=True) Array[AssetData] or None

Gets asset data for the assets in the package with the specified package name

Parameters:
  • package_name (Name) – the package name for the requested assets (eg, /Game/MyFolder/MyAsset)

  • include_only_on_disk_assets (bool) –

  • skip_ar_filtered_assets (bool) – If true, skips Objects that return true for IsAsset but are not assets in the current platform.

Returns:

out_asset_data (Array[AssetData]): the list of assets in this path

Return type:

Array[AssetData] or None

get_assets_by_path(package_path, recursive=False, include_only_on_disk_assets=False) Array[AssetData] or None

Gets asset data for all assets in the supplied folder path

Parameters:
  • package_path (Name) – the path to query asset data in (eg, /Game/MyFolder)

  • recursive (bool) – if true, all supplied paths will be searched recursively

  • include_only_on_disk_assets (bool) –

Returns:

out_asset_data (Array[AssetData]): the list of assets in this path

Return type:

Array[AssetData] or None

get_assets_by_paths(package_paths, recursive=False, include_only_on_disk_assets=False) Array[AssetData] or None

Gets asset data for all assets in any of the supplied folder paths

Parameters:
  • package_paths (Array[Name]) – the paths to query asset data in (eg, /Game/MyFolder)

  • recursive (bool) – if true, all supplied paths will be searched recursively

  • include_only_on_disk_assets (bool) –

Returns:

out_asset_data (Array[AssetData]): the list of assets in this path

Return type:

Array[AssetData] or None

get_dependencies(package_name, dependency_options) Array[Name] or None

Gets a list of paths to objects that are referenced by the supplied package. (On disk references ONLY)

Parameters:
  • package_name (Name) – the name of the package for which to gather dependencies (eg, /Game/MyFolder/MyAsset)

  • dependency_options (AssetRegistryDependencyOptions) – which kinds of dependencies to include in the output list

Returns:

out_dependencies (Array[Name]): a list of packages that are referenced by the package whose path is PackageName

Return type:

Array[Name] or None

get_derived_class_names(class_names, excluded_class_names) Set[TopLevelAssetPath]

Returns the names of all classes derived by the supplied class names, excluding any classes matching the excluded class names. This can be slow if temporary caching mode is not on

Parameters:
Returns:

out_derived_class_names (Set[TopLevelAssetPath]):

Return type:

Set[TopLevelAssetPath]

get_referencers(package_name, reference_options) Array[Name] or None

Gets a list of packages that reference the supplied package. (On disk references ONLY)

Parameters:
  • package_name (Name) – the name of the package for which to gather dependencies (eg, /Game/MyFolder/MyAsset)

  • reference_options (AssetRegistryDependencyOptions) – which kinds of references to include in the output list

Returns:

out_referencers (Array[Name]): a list of packages that reference the package whose path is PackageName

Return type:

Array[Name] or None

get_sub_paths(base_path, recurse) Array[str]

Gets a list of all paths that are currently cached below the passed-in base path

Parameters:
  • base_path (str) –

  • recurse (bool) –

Returns:

out_path_list (Array[str]):

Return type:

Array[str]

has_assets(package_path, recursive=False) bool

Does the given path contain assets, optionally also testing sub-paths?

Parameters:
  • package_path (Name) – the path to query asset data in (eg, /Game/MyFolder)

  • recursive (bool) – if true, the supplied path will be tested recursively

Return type:

bool

is_loading_assets() bool

Returns true if the asset registry is currently loading files and does not yet know about all assets

Return type:

bool

is_search_all_assets() bool

Whether SearchAllAssets has been called, or was auto-called at startup. When async (editor or cooking), if SearchAllAssets has ever been called, any newly-mounted directory will be automatically searched.

Return type:

bool

is_search_async() bool

Whether searching is done async (and was started at startup), or synchronously and on-demand, requiring ScanPathsSynchronous or SearchAllAssets.

Return type:

bool

k2_get_asset_by_object_path(object_path, include_only_on_disk_assets=False, skip_ar_filtered_assets=True) AssetData

Gets the asset data for the specified object path

Parameters:
  • object_path (SoftObjectPath) – the path of the object to be looked up

  • include_only_on_disk_assets (bool) – if true, in-memory objects will be ignored. The call will be faster.

  • skip_ar_filtered_assets (bool) – If true, skips Objects that return true for IsAsset but are not assets in the current platform.

Returns:

the assets data;Will be invalid if object could not be found

Return type:

AssetData

prioritize_search_path(path_to_prioritize) None

If assets are currently being asynchronously scanned in the specified path, this will cause them to be scanned before other assets.

Parameters:

path_to_prioritize (str) –

run_assets_through_filter(asset_data_list, filter) Array[AssetData]

Trims items out of the asset data list that do not pass the supplied filter

Parameters:
Returns:

asset_data_list (Array[AssetData]):

Return type:

Array[AssetData]

scan_files_synchronous(file_paths, force_rescan=False) None

Scan the specified individual files right now and populate the asset registry. If bForceRescan is true, the paths will be scanned again, even if they were previously scanned

Parameters:
scan_modified_asset_files(file_paths) None

Forces a rescan of specific filenames, call this when you need to refresh from disk

Parameters:

file_paths (Array[str]) –

scan_paths_synchronous(paths, force_rescan=False, ignore_deny_list_scan_filters=False) None

Scan the supplied paths recursively right now and populate the asset registry. If bForceRescan is true, the paths will be scanned again, even if they were previously scanned

Parameters:
  • paths (Array[str]) –

  • force_rescan (bool) –

  • ignore_deny_list_scan_filters (bool) –

search_all_assets(synchronous_search) None

Look for all assets on disk (can be async or synchronous)

Parameters:

synchronous_search (bool) –

use_filter_to_exclude_assets(asset_data_list, filter) Array[AssetData]

Trims items out of the asset data list that pass the supplied filter

Parameters:
Returns:

asset_data_list (Array[AssetData]):

Return type:

Array[AssetData]

wait_for_completion() None

Wait for scan to be complete. If called during editor startup before OnPostEngineInit, and there are any assets that use classes in not-yet-loaded plugin modules, WaitForCompletion will return silently with those assets still ungathered.

wait_for_package(package_name) None

Wait for the scan of a specific package to be complete

Parameters:

package_name (str) –