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API > API/Developer > API/Developer/AssetTools > API/Developer/AssetTools/FAssetRenameData
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| IAssetTools.h | |||
FAssetRenameData
(
const TWeakObjectPtr< UObject >& InAsset, |
These constructors leave some fields empty, they are fixed up inside AssetRenameManager | IAssetTools.h | |
FAssetRenameData
(
const FSoftObjectPath& InOldObjectPath, |
IAssetTools.h | ||
FAssetRenameData
(
const TWeakObjectPtr< UObject >& InAsset, |
These constructors leave some fields empty, they are fixed up inside AssetRenameManager | IAssetTools.h |
FAssetRenameData()
| Name | FAssetRenameData |
| Type | function |
| Header File | /Engine/Source/Developer/AssetTools/Public/IAssetTools.h |
| Include Path | #include "IAssetTools.h" |
FAssetRenameData()
FAssetRenameData(const TWeakObjectPtr< UObject > &, const FString &, const FString &)
Description
These constructors leave some fields empty, they are fixed up inside AssetRenameManager
| Name | FAssetRenameData |
| Type | function |
| Header File | /Engine/Source/Developer/AssetTools/Public/IAssetTools.h |
| Include Path | #include "IAssetTools.h" |
FAssetRenameData
(
const TWeakObjectPtr < UObject > & InAsset,
const FString & InNewPackagePath,
const FString & InNewName
)
FAssetRenameData(const FSoftObjectPath &, const FSoftObjectPath &, bool, bool)
| Name | FAssetRenameData |
| Type | function |
| Header File | /Engine/Source/Developer/AssetTools/Public/IAssetTools.h |
| Include Path | #include "IAssetTools.h" |
FAssetRenameData
(
const FSoftObjectPath & InOldObjectPath,
const FSoftObjectPath & InNewObjectPath,
bool bInOnlyFixSoftReferences,
bool bInAlsoRenameLocalizedVariants
)
FAssetRenameData(const TWeakObjectPtr< UObject > &, const FString &, const FString &, bool, bool)
Description
These constructors leave some fields empty, they are fixed up inside AssetRenameManager
| Name | FAssetRenameData |
| Type | function |
| Header File | /Engine/Source/Developer/AssetTools/Public/IAssetTools.h |
| Include Path | #include "IAssetTools.h" |
FAssetRenameData
(
const TWeakObjectPtr < UObject > & InAsset,
const FString & InNewPackagePath,
const FString & InNewName,
bool bInOnlyFixSoftReferences,
bool bInAlsoRenameLocalizedVariants
)