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Unreal Engine C++ API Reference > Developer > AssetTools
Inheritance Hierarchy
- TSharedFromThis
- IAssetTypeActions
- FAssetTypeActions_Base
- FAnimToTextureAssetActions
- FAssetTypeActions_AnimationAsset
- FAssetTypeActions_AnimationSharingSetup
- FAssetTypeActions_AudioImpulseResponse
- FAssetTypeActions_ChaosCacheCollection
- FAssetTypeActions_ChaosSolver
- FAssetTypeActions_ChaosVehicles
- FAssetTypeActions_ClassTypeBase
- FAssetTypeActions_Blueprint
- FAssetTypeActions_BlueprintGeneratedClass
- FAssetTypeActions_CSVAssetBase
- FAssetTypeActions_DataAsset
- FAssetTypeActions_FieldSystem
- FAssetTypeActions_FleshAsset
- FAssetTypeActions_GameplayTagAssetBase
- FAssetTypeActions_GeometryCache
- FAssetTypeActions_GeometryCollection
- FAssetTypeActions_GeometryCollectionCache
- FAssetTypeActions_IKRetargeter
- FAssetTypeActions_IKRigDefinition
- FAssetTypeActions_ITDSpatializationSettings
- FAssetTypeActions_ModularSynthPresetBank
- FAssetTypeActions_MonoWaveTableSynthPreset
- FAssetTypeActions_NaniteDisplacedMesh
- FAssetTypeActions_RuntimeVirtualTexture
- FAssetTypeActions_SoundBase
- FAssetTypeActions_VirtualTextureBuilder
- FContextualAnimTypeActions
- FDataflowAssetActions
- FMediaSourceActions
References
Module | AssetTools |
Header | /Engine/Source/Developer/AssetTools/Public/IAssetTypeActions.h |
Include | #include "IAssetTypeActions.h" |
Syntax
class IAssetTypeActions : public TSharedFromThis< IAssetTypeActions >
Remarks
AssetTypeActions provide actions and other information about asset types
Destructors
Type | Name | Description | |
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Virtual destructor |
Functions
Type | Name | Description | |
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bool | AssetsActivatedOverride
(
const TArray< UObject* >& InObjects, |
Allows overriding asset activation to perform asset type specific activation for the supplied assets. |
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void | BuildBackendFilter
(
FARFilter& InFilter |
Builds the filter for this class |
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bool | CanDuplicate
(
const FAssetData& InAsset, |
Returns true if this asset can be duplicated |
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bool | CanFilter () |
Returns true if this class can be used as a filter in the content browser |
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bool | CanLocalize () |
Returns true if this class can be localized |
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bool | CanMerge () |
Returns true if this class can be merged (either manually or automatically) |
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bool | CanRename
(
const FAssetData& InAsset, |
Returns true if this asset can be renamed |
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void | GetActions
(
const TArray< UObject* >& InObjects, |
Generates a menu section for the specified objects. |
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void | GetActions
(
const TArray< UObject* >& InObjects, |
Generates a menubuilder for the specified objects. |
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FText | GetAssetDescription
(
const FAssetData& AssetData |
Returns additional tooltip information for the specified asset, if it has any (otherwise return the null widget) |
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uint32 | Returns the categories that this asset type appears in. | |
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FText | GetDisplayNameFromAssetData
(
const FAssetData& AssetData |
Optionally gets a class display name for this asset (otherwise, returns empty text (e.g. `FText::GetEmpty()_) |
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FName | Returns name to use for filter in the content browser | |
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const FSlateBrush * | GetIconBrush
(
const FAssetData& InAssetData, |
Returns icon brush unique for the given asset data. Returning null falls back to class icon brush. |
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FText | GetName () |
Returns the name of this type |
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FString | GetObjectDisplayName
(
UObject* Object |
Returns the display name for that object. |
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void | GetResolvedSourceFilePaths
(
const TArray< UObject* >& TypeAssets, |
Collects the resolved source paths for the imported assets |
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void | GetSourceFileLabels
(
const TArray< UObject* >& TypeAssets, |
Collects the source file labels for the imported assets |
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const TArray< FText > & | GetSubMenus () |
Returns array of sub-menu names that this asset type is parented under in the Asset Creation Context Menu. |
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UClass * | Get the supported class of this type. | |
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const FSlateBrush * | GetThumbnailBrush
(
const FAssetData& InAssetData, |
Returns thumbnail brush unique for the given asset data. |
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UThumbnailInfo * | GetThumbnailInfo
(
UObject* Asset |
Returns the thumbnail info for the specified asset, if it has one. |
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TSharedPtr< class SWidget > | GetThumbnailOverlay
(
const FAssetData& AssetData |
Optionally returns a custom widget to overlay on top of this assets' thumbnail |
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FColor | GetTypeColor () |
Returns the color associated with this type |
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TArray< FAssetData > | GetValidAssetsForPreviewOrEdit
(
TArrayView< const FAssetData > InAssetDatas, |
Returns the set of asset data that is valid to load. |
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bool | HasActions
(
const TArray< UObject* >& InObjects |
Returns true if this class can supply actions for InObjects. |
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bool | Returns if this is actually just an UAssetDefinition. | |
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bool | Returns whether the asset was imported from an external source | |
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void | Merge
(
UObject* BaseAsset, |
Begins a merge between the specified assets |
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void | Begins a merge operation for InObject (automatically determines remote/base versions needed to resolve) | |
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void | OpenAssetEditor
(
const TArray< UObject* >& InObjects, |
Opens the asset editor for the specified objects. |
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void | OpenAssetEditor
(
const TArray< UObject* >& InObjects, |
Opens the asset editor for the specified objects. |
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void | PerformAssetDiff
(
UObject* OldAsset, |
Performs asset-specific diff on the supplied asset |
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bool | Returns true if we should call GetActions. | |
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bool | ||
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bool | SupportsOpenedMethod
(
const EAssetTypeActivationOpenedMethod OpenedMethod |
Does this asset support edit or view methods? |
Deprecated Functions
Type | Name | Description | |
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FTopLevelAssetPath | Just call GetSupportedClass()->GetClassPathName(); | |
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EThumbnailPrimType | GetDefaultThumbnailPrimitiveType
(
UObject* Asset |
When overriding GetThumbnailInfo, The default thumbnail primitive is now a property on USceneThumbnailInfoWithPrimitive. The default only applies to this thumbnail type, so it has been relocated as an implementation detail of it. |
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bool | IsSupported () |
Use IAssetTools::IsAssetClassSupported |
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void | SetSupported
(
bool bInSupported |
Use IAssetTools::IsAssetClassSupported |