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API > API/Developer > API/Developer/AssetTools
| Name | IAssetTools |
| Type | class |
| Header File | /Engine/Source/Developer/AssetTools/Public/IAssetTools.h |
| Include Path | #include "IAssetTools.h" |
Syntax
class IAssetTools
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnAssetsDiscovered | TBaseDelegate_NoParams< void > | IAssetTools.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool AdvancedCopyPackages
(
const FAdvancedCopyParams& CopyParams, |
Copies files after the final set of maps of sources and destinations was confirmed | IAssetTools.h | |
bool AdvancedCopyPackages
(
const TMap< FString, FString >& SourceAndDestPackages, |
Copies files after the flattened map of sources and destinations was confirmed | IAssetTools.h | |
| Returns true if all in list pass writable folder filter | IAssetTools.h | ||
bool AssetUsesGenericThumbnail
(
const FAssetData& AssetData |
Returns true if the specified asset uses a stock thumbnail resource | IAssetTools.h | |
void BeginAdvancedCopyPackages
(
const TArray< FName >& InputNamesToCopy, |
Copy packages and dependencies to another folder | IAssetTools.h | |
void BeginAdvancedCopyPackages
(
const TArray< FName >& InputNamesToCopy, |
IAssetTools.h |
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bool CanAssetBePublic
(
FStringView AssetPath |
Returns whether the specified asset can be public (referenceable from another mount point / plugin) | IAssetTools.h | |
bool CanExportAssets
(
const TArray< FAssetData >& AssetsToExport |
Check if specified assets can be exported. | IAssetTools.h | |
bool CanLocalize
(
const UClass* Class |
IAssetTools.h | ||
void ConvertVirtualTextures
(
const TArray< UTexture2D* >& Textures, |
Converts the given UTexture2D to virtual textures or converts virtual textures back to standard textures and updates the related UMaterials | IAssetTools.h | |
| Creates an asset with the specified name, path, and factory | IAssetTools.h |
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virtual bool CreateAssetAsync
(
const FString& AssetName, |
Creates an asset with the specified name, path, and factory asynchronously | IAssetTools.h |
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| IAssetTools.h | |||
void CreateAssetsFrom
(
TConstArrayView< UObject* > SourceObjects, |
Creates one or more assets using the source objects as the basis for the next type. | IAssetTools.h | |
void CreateAssetsFrom
(
TConstArrayView< SourceObjectType* > SourceObjects, |
Creates one or more assets using the source objects as the basis for the next type. | IAssetTools.h | |
UObject * CreateAssetWithDialog
(
UClass* AssetClass, |
Opens an asset picker dialog and creates an asset with the path chosen in the dialog | IAssetTools.h | |
| Opens an asset picker dialog and creates an asset with the specified name and path | IAssetTools.h |
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| IAssetTools.h | |||
bool CreateAssetWithDialogAsync
(
UClass* AssetClass, |
Opens an async dialog to create an asset. | IAssetTools.h | |
virtual bool CreateAssetWithDialogAsync
(
const FString& AssetName, |
Opens an async dialog to create an asset. | IAssetTools.h |
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| Attempt to spawn Diff tool as external process | IAssetTools.h | ||
| Creates a unique package and asset name taking the form InBasePackageName+InSuffix | IAssetTools.h |
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| Try to diff the local version of an asset against the latest one from the depot | IAssetTools.h |
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void DiffAssets
(
UObject* OldAsset, |
Try and diff two assets using class-specific tool. | IAssetTools.h |
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| Util for dumping an asset to a temporary text file. Returns absolute filename to temp file | IAssetTools.h | ||
| Creates an asset with the specified name and path. Uses OriginalObject as the duplication source. | IAssetTools.h |
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UObject * DuplicateAssetWithDialog
(
const FString& AssetName, |
Opens an asset picker dialog and creates an asset with the specified name and path. | IAssetTools.h |
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| Opens an asset picker dialog and creates an asset with the specified name and path. | IAssetTools.h |
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| Expands any folders found in the files list, and returns a flattened list of destination paths and files. | IAssetTools.h | ||
void ExportAssets
(
const TArray< FString >& AssetsToExport, |
Exports the specified objects to file. | IAssetTools.h |
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void ExportAssets
(
const TArray< UObject* >& AssetsToExport, |
Exports the specified objects to file. | IAssetTools.h | |
| Exports the specified objects to file using the clean filename as the saved filename. | IAssetTools.h | ||
void ExportAssetsWithDialog
(
const TArray< UObject* >& AssetsToExport, |
Exports the specified objects to file. | IAssetTools.h | |
void ExportAssetsWithDialog
(
const TArray< FString >& AssetsToExport, |
Exports the specified objects to file. | IAssetTools.h |
|
EAssetTypeCategories::Type FindAdvancedAssetCategory
(
FName CategoryKey |
Returns the allocated Category bit for a user-specified Category, or EAssetTypeCategories::Misc if it doesn't exist | IAssetTools.h | |
FAssetData FindAssetByVersePath
(
const UE::Core::FVersePath& VersePath, |
Find the asset data for the specified Verse path | IAssetTools.h | |
void FindSoftReferencesToObject
(
FSoftObjectPath TargetObject, |
Returns list of objects that soft reference the given soft object path. | IAssetTools.h |
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void FindSoftReferencesToObjects
(
const TArray< FSoftObjectPath >& TargetObjects, |
Returns list of objects that soft reference the given soft object paths. | IAssetTools.h | |
void FixupReferencers
(
const TArray< UObjectRedirector* >& Objects, |
Fix up references to the specified redirectors. | IAssetTools.h | |
| Flattens the maps for each selected package into one complete map to pass to the final copy function while checking for collisions | IAssetTools.h | ||
void GenerateAdvancedCopyDestinations
(
FAdvancedCopyParams& InParams, |
Given a set of packages to copy, generate the map of those packages to destination filenames | IAssetTools.h | |
void GetAllAdvancedAssetCategories
(
TArray< FAdvancedAssetCategory >& OutCategoryList |
Returns the list of all advanced asset categories | IAssetTools.h | |
void GetAllAdvancedCopySources
(
FName SelectedPackage, |
Find all the dependencies that also need to be copied in the advanced copy, mapping them to the file that depends on them and excluding any that don't pass the ARFilter stored on CopyParams | IAssetTools.h | |
TSet< EBlueprintType > & GetAllowedBlueprintTypes() |
Which BlueprintTypes are allowed to be created. An empty list should allow everything. | IAssetTools.h | |
const TSharedRef< FPathPermissionList > & GetAssetClassPathPermissionList
(
EAssetClassAction AssetClassAction |
Get asset class permission list for content browser and other systems | IAssetTools.h | |
TWeakPtr< IAssetTypeActions > GetAssetTypeActionsForClass
(
const UClass* Class |
Gets the appropriate AssetTypeActions for the supplied class | IAssetTools.h | |
void GetAssetTypeActionsList
(
TArray< TWeakPtr< IAssetTypeActions > >& OutAssetTypeActionsList |
Generates a list of currently registered AssetTypeActions | IAssetTools.h | |
TArray< TWeakPtr< IAssetTypeActions > > GetAssetTypeActionsListForClass
(
const UClass* Class |
Gets the list of appropriate AssetTypeActions for the supplied class | IAssetTools.h | |
TWeakPtr< IClassTypeActions > GetClassTypeActionsForClass
(
UClass* Class |
Gets the appropriate ClassTypeActions for the supplied class | IAssetTools.h | |
void GetClassTypeActionsList
(
TArray< TWeakPtr< IClassTypeActions > >& OutClassTypeActionsList |
Generates a list of currently registered ClassTypeActions | IAssetTools.h | |
bool GetCreateAssetsAsExternallyReferenceable() |
Gets whether all assets being made at any location are externally referenceable or not | IAssetTools.h | |
| Get the default name for the supplied class (if one is registered) to use when creating new assets of that type | IAssetTools.h | ||
TSharedRef< FPathPermissionList > & GetFolderPermissionList() |
Get folder permission list for content browser and other systems | IAssetTools.h | |
const TSharedRef< FNamePermissionList > & GetImportExtensionPermissionList() |
Get extension permission list allowed for importer | IAssetTools.h | |
TSharedPtr< ILocalizedAssetTools > GetLocalizedAssetTools() |
IAssetTools.h | ||
| Find all supported asset factories. | IAssetTools.h | ||
UE::AssetTools::FOnPackageMigration & GetOnPackageMigration() |
Event called when some packages are migrated Note this is only true when AssetTools.UseNewPackageMigration is true | IAssetTools.h | |
UE::AssetTools::FShouldCreateAssetsAsExternallyReferenceableForPath & GetOnShouldCreateAssetsAsExternallyReferenceableForPath() |
Delegate to control whether assets being made at a specific location are externally referenceable or not | IAssetTools.h | |
UE::AssetTools::FShowingContentVersePath & GetOnShowingContentVersePath() |
Delegate to control whether we are showing content Verse paths or not | IAssetTools.h | |
TOptional< FLinearColor > GetTypeColor
(
const UClass* Class |
IAssetTools.h | ||
FString GetUserFacingFullName
(
const FAssetData& AssetData |
Return the full name to display to the user in editor UI for the given object. | IAssetTools.h | |
FString GetUserFacingFullName
(
const UObject& Object |
Return the full name to display to the user in editor UI for the given object. | IAssetTools.h | |
FString GetUserFacingLongPackageName
(
const UPackage& Package |
Return the path to display to the user in editor UI for the given package. | IAssetTools.h | |
FString GetUserFacingLongPackageName
(
FName PackageName |
Return the path to display to the user in editor UI for the given long package name. | IAssetTools.h | |
TArray< FString > GetUserFacingLongPackageNames
(
TConstArrayView< const UPackage* > Packages |
Return the paths to display to the user in editor UI for the given packages. | IAssetTools.h | |
TArray< FString > GetUserFacingLongPackageNames
(
TConstArrayView< FName > PackageNames |
Return the paths to display to the user in editor UI for the given long package names. | IAssetTools.h | |
FString GetUserFacingLongPackagePath
(
FStringView LongPackagePath |
Return the path to display to the user in editor UI for the given package path. | IAssetTools.h | |
FString GetUserFacingObjectPath
(
const FSoftObjectPath& ObjectPath |
Return the path to display to the user in editor UI for the given soft object path. | IAssetTools.h | |
TArray< FString > GetUserFacingObjectPaths
(
TConstArrayView< FSoftObjectPath > ObjectPaths |
Return the paths to display to the user in editor UI for the given soft object paths. | IAssetTools.h | |
FString GetUserFacingPathName
(
const FAssetData& AssetData |
Return the path to display to the user in editor UI for the given asset data. | IAssetTools.h | |
FString GetUserFacingPathName
(
const UObject& Object |
Return the path to display to the user in editor UI for the given asset data. | IAssetTools.h | |
FString GetUserFacingPluginName
(
FStringView PluginName |
Return the path to display to the user in editor UI for the given plugin. | IAssetTools.h | |
const FString & GetUserFacingPluginName
(
const IPlugin& Plugin |
Return the path to display to the user in editor UI for the given plugin. | IAssetTools.h | |
TSharedRef< FPathPermissionList > & GetWritableFolderPermissionList() |
Get writable folder permission list for content browser and other systems | IAssetTools.h | |
| Imports the specified files to the destination path. | IAssetTools.h | ||
TArray< UObject * > ImportAssetsAutomated
(
const UAutomatedAssetImportData* ImportData |
Imports assets using data specified completely up front. | IAssetTools.h |
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| Opens a file open dialog to choose files to import to the destination path. | IAssetTools.h |
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void ImportAssetsWithDialogAsync
(
const FString& DestinationPath |
Opens a file open dialog to choose files to import to the destination path. | IAssetTools.h | |
void ImportAssetTasks
(
const TArray< UAssetImportTask* >& ImportTasks |
Imports assets using tasks specified. | IAssetTools.h |
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void InitAdvancedCopyFromCopyParams
(
FAdvancedCopyParams CopyParams |
Given a complete set of copy parameters, which includes the selected package set, start the advanced copy process | IAssetTools.h | |
bool IsAssetClassSupported
(
const UClass* AssetClass |
Is the given asset class supported? | IAssetTools.h | |
bool IsAssetReadOnly
(
const FAssetData& AssetData |
Determines whether an asset is considered read-only for editing, based on its flags and the current permissions (This does not check the read-only state of the file itself or anything regarding source control, as it's only checking if the asset can be edited in-memory, not that any edits can be saved to disk. | IAssetTools.h |
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bool IsAssetVisible
(
const FAssetData& AssetData, |
Determines whether an asset has a viewable asset class and its folder is allowed. | IAssetTools.h | |
bool IsDiscoveringAssetsInProgress() |
Gets whether assets registry is still loading assets or not | IAssetTools.h | |
bool IsFixupReferencersInProgress() |
Returns whether redirectors are being fixed up. | IAssetTools.h | |
bool IsImportExtensionAllowed
(
const FStringView& Extension |
IAssetTools.h | ||
| Returns true if IsNameAllowedDelegate is not set, or if the name passes the filter function | IAssetTools.h | ||
| Returns true if IsObjectPathAllowedDelegate is not set, or if the name passes the filter function | IAssetTools.h | ||
void MigratePackages
(
const TArray< FName >& PackageNamesToMigrate, |
Migrate packages and dependencies to another folder | IAssetTools.h |
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void MigratePackages
(
const TArray< FName >& PackageNamesToMigrate |
Migrate packages to another game content folder | IAssetTools.h | |
void NotifyBlockedByWritableFolderFilter() |
Show notification that writable folder filter blocked an action | IAssetTools.h | |
FAssetPostRenameEvent & OnAssetPostRename() |
Event issued at the end of the rename process | IAssetTools.h | |
void OpenDiscoveringAssetsDialog
(
const FOnAssetsDiscovered& InOnAssetsDiscovered |
Opens a dialog asking the user to wait while assets are being discovered | IAssetTools.h | |
| Opens editor for assets | IAssetTools.h |
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EAssetTypeCategories::Type RegisterAdvancedAssetCategory
(
FName CategoryKey, |
Allocates a Category bit for a user-defined Category, or EAssetTypeCategories::Misc if all available bits are allocated. | IAssetTools.h | |
void RegisterAssetTypeActions
(
const TSharedRef< IAssetTypeActions >& NewActions |
Registers an asset type actions object so it can provide information about and actions for asset types. | IAssetTools.h | |
void RegisterCanAssetBePublic
(
const FName OwnerName, |
Register/unregister delegates to specify whether an asset can be made public (referenceable from another mount point / plugin) By default any asset can be public and if any delegate return false, the asset must be private | IAssetTools.h | |
void RegisterCanMigrateAsset
(
const FName OwnerName, |
Allow to add some restrictions to the assets that can be migrated | IAssetTools.h | |
void RegisterClassTypeActions
(
const TSharedRef< IClassTypeActions >& NewActions |
Registers a class type actions object so it can provide information about and actions for class asset types. | IAssetTools.h | |
| Register a default name for the supplied class to use when creating new assets of that type | IAssetTools.h | ||
void RegisterIsNameAllowedDelegate
(
const FName OwnerName, |
Allows setting of a global name filter that is applied to assets and folders | IAssetTools.h | |
void RegisterIsObjectPathAllowedDelegate
(
const FName OwnerName, |
Allows setting of a global name filter that is applied to assets and folders | IAssetTools.h | |
void RegisterSanitizeNameDelegate
(
const FName OwnerName, |
Allows setting of a global name filter that is applied to assets and folders | IAssetTools.h | |
bool RenameAssets
(
const TArray< FAssetRenameData >& AssetsAndNames |
Renames assets using the specified names. | IAssetTools.h |
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EAssetRenameResult RenameAssetsWithDialog
(
const TArray< FAssetRenameData >& AssetsAndNames, |
Renames assets using the specified names. | IAssetTools.h |
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void RenameReferencingSoftObjectPaths
(
const TArray< UPackage* > PackagesToCheck, |
Function that renames all FSoftObjectPath object with the old asset path to the new one. | IAssetTools.h |
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bool SanitizeName
(
FString& NameToSanitize |
Sanitize the name by calling all registered delegates. | IAssetTools.h | |
void SetCreateAssetsAsExternallyReferenceable
(
bool bValue |
Controls whether or not newly created assets are made externally referneceable or not | IAssetTools.h | |
bool ShouldCreateAssetsAsExternallyReferenceableForPath
(
const FStringView AssetPath |
Gets whether assets being made at this location are externally referenceable or not | IAssetTools.h | |
bool ShowingContentVersePath() |
Return whether to surface Content Verse paths throughout the editor | IAssetTools.h | |
void SyncBrowserToAssets
(
const TArray< UObject* >& AssetsToSync |
Syncs the primary content browser to the specified assets, whether or not it is locked. | IAssetTools.h | |
void SyncBrowserToAssets
(
const TArray< FAssetData >& AssetsToSync |
IAssetTools.h | ||
void UnregisterAssetTypeActions
(
const TSharedRef< IAssetTypeActions >& ActionsToRemove |
Unregisters an asset type actions object. | IAssetTools.h | |
void UnregisterCanAssetBePublic
(
const FName OwnerName |
IAssetTools.h | ||
void UnregisterCanMigrateAsset
(
const FName OwnerName |
IAssetTools.h | ||
void UnregisterClassTypeActions
(
const TSharedRef< IClassTypeActions >& ActionsToRemove |
Unregisters a class type actions object. | IAssetTools.h | |
void UnregisterDefaultAssetNameForClass
(
const UClass* Class |
Remove any previously registered name for the supplied class | IAssetTools.h | |
void UnregisterIsNameAllowedDelegate
(
const FName OwnerName |
Remove a previously-set global name filter | IAssetTools.h | |
void UnregisterIsObjectPathAllowedDelegate
(
const FName OwnerName |
Remove a previously-set global name filter | IAssetTools.h | |
void UnregisterSanitizeNameDelegate
(
const FName OwnerName |
Remove a previously-set global name filter | IAssetTools.h | |
| Validate the destinations for advanced copy once the map has been flattened | IAssetTools.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static IAssetTools & Get() |
IAssetTools.h |