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API > API/Developer > API/Developer/AssetTools > API/Developer/AssetTools/IAssetTools
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
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 |
CreateAssetsFrom(TConstArrayView< UObject >, UClass , const FString &, TFunctionRef< UFactory (UObject )>, FName)
Description
Creates one or more assets using the source objects as the basis for the next type. This is a common enough operation it needed a utility. In the case that you only have a single SourceObject, we'll lean on the content browser to create the asset and focus you to it so you can rename it inline. However in the case that multiple assets get created we'll construct each one and then sync the content browser to them.
You can return null for a factory if you need to skip a given SourceObject.
| Name | CreateAssetsFrom |
| Type | function |
| Header File | /Engine/Source/Developer/AssetTools/Public/IAssetTools.h |
| Include Path | #include "IAssetTools.h" |
void CreateAssetsFrom
(
TConstArrayView< UObject * > SourceObjects,
UClass * CreateAssetType,
const FString & DefaultSuffix,
TFunctionRef < UFactory * *)> FactoryConstructor,
FName CallingContext
)
CreateAssetsFrom(TConstArrayView< SourceObjectType >, UClass , const FString &, TFunctionRef< UFactory (SourceObjectType )>, FName)
Description
Creates one or more assets using the source objects as the basis for the next type. This is a common enough operation it needed a utility. In the case that you only have a single SourceObject, we'll lean on the content browser to create the asset and focus you to it so you can rename it inline. However in the case that multiple assets get created we'll construct each one and then sync the content browser to them.
You can return null for a factory if you need to skip a given SourceObject.
| Name | CreateAssetsFrom |
| Type | function |
| Header File | /Engine/Source/Developer/AssetTools/Public/IAssetTools.h |
| Include Path | #include "IAssetTools.h" |
template<typename SourceObjectType, typename>
void CreateAssetsFrom
(
TConstArrayView< SourceObjectType * > SourceObjects,
UClass * CreateAssetType,
const FString & DefaultSuffix,
TFunctionRef < UFactory *> FactoryConstructor,
FName CallingContext
)