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Base class for all asset action-related utilities Any functions/events that are exposed on derived classes that have the correct signature will be included as menu options when right-clicking on a group of assets in the content browser.
| Name | UAssetActionUtility |
| Type | class |
| Header File | /Engine/Source/Editor/Blutility/Classes/AssetActionUtility.h |
| Include Path | #include "AssetActionUtility.h" |
Syntax
UCLASS (MinimalAPI, Abstract, HideCategories=(Object), Blueprintable)
class UAssetActionUtility :
public UEditorUtilityObject ,
public IEditorUtilityExtension
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UEditorUtilityObject → UAssetActionUtility
Implements Interfaces
Derived Classes
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetAssetRegistryTags
(
FAssetRegistryTagsContext Context |
Begin UObject. | AssetActionUtility.h | |
virtual void GetAssetRegistryTags
(
TArray< FAssetRegistryTag >& OutTags |
AssetActionUtility.h | ||
UClass * GetSupportedClass() |
Return the class that this asset action supports (if not implemented, it will show up for all asset types) Do not do custom logic here based on the currently selected assets. | AssetActionUtility.h |
|
const TArray< TSoftClassPtr< UObject > > & GetSupportedClasses() |
Gets the statically determined supported classes, these classes are used as a first pass filter when determining if we can utilize this asset utility action on the asset. | AssetActionUtility.h |
|
bool IsActionForBlueprints () |
Returns whether or not this action is designed to work specifically on Blueprints (true) or on all assets (false). | AssetActionUtility.h |
|