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FPrimaryAssetRules

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Syntax

struct FPrimaryAssetRules

Remarks

Structure defining rules for what to do with assets, this is defined per type and can be overridden per asset

Variables

Name Description

Public variable

bool

 

bApplyRecursively

If true, this rule will apply to all referenced Secondary Assets recursively, as long as they are not managed by a higher-priority Primary Asset.

Public variable

int32

 

ChunkId

Assets will be put into this Chunk ID specifically, if set to something other than -1.

Public variable

EPrimaryAssetCo ...

 

CookRule

Rule describing when this asset should be cooked.

Public variable

int32

 

Priority

Primary Assets with a higher priority will take precedence over lower priorities when assigning management for referenced assets.

Constructors

Name Description

Public function

FPrimaryAssetRules()

Functions

Name Description

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

IsDefault()

Checks if all rules are the same as the default. If so this will be ignored.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

OverrideRules

(
    const FPrimaryAssetRules & Override...
)

Override non-default rules from an override struct.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

PropagateCookRules

(
    const FPrimaryAssetRules & ParentRu...
)

Propagate cook rules from parent to child, won't override non-default values.

Operators

Name Description

Public function

bool

 

operator==

(
    const FPrimaryAssetRules & Other
)

References

Module

Engine

Header

Runtime/Engine/Classes/Engine/AssetManagerTypes.h