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The asset category path is how we know how to build menus around assets. For example, Basic is generally the ones we expose at the top level, where as everything else is a category with a pull out menu, and the subcategory would be where it gets placed in a submenu inside of there.
| Name | FAssetCategoryPath |
| Type | struct |
| Header File | /Engine/Source/Editor/AssetDefinition/Public/Misc/AssetCategoryPath.h |
| Include Path | #include "Misc/AssetCategoryPath.h" |
Syntax
struct FAssetCategoryPath
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAssetCategoryPath
(
const FText& InCategory |
Misc/AssetCategoryPath.h | ||
FAssetCategoryPath
(
TConstArrayView< FText > InCategoryPath |
Misc/AssetCategoryPath.h | ||
FAssetCategoryPath
(
const FText& InCategory, |
Misc/AssetCategoryPath.h | ||
FAssetCategoryPath
(
const FAssetCategoryPath& InCategory, |
Misc/AssetCategoryPath.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CategoryPath | TArray< TPair< FName, FText > > | Misc/AssetCategoryPath.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FName GetCategory() |
Misc/AssetCategoryPath.h | ||
FText GetCategoryText() |
Misc/AssetCategoryPath.h | ||
| Misc/AssetCategoryPath.h | |||
| Misc/AssetCategoryPath.h | |||
FName GetSubCategory() |
Misc/AssetCategoryPath.h | ||
FText GetSubCategoryText() |
Misc/AssetCategoryPath.h | ||
bool HasSubCategory() |
Misc/AssetCategoryPath.h | ||
int32 NumSubCategories() |
Misc/AssetCategoryPath.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAssetCategoryPath operator/
(
const FText& SubCategory |
Misc/AssetCategoryPath.h |