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Unreal Engine C++ API Reference > Editor > Blutility
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UEditorUtilityObject
- UAssetActionUtility
References
Module | Blutility |
Header | /Engine/Source/Editor/Blutility/Classes/AssetActionUtility.h |
Include | #include "AssetActionUtility.h" |
Syntax
class UAssetActionUtility :
public UEditorUtilityObject,
public IEditorUtilityExtension
Remarks
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.
Variables
Type | Name | Description | |
---|---|---|---|
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TArray< TSoftClassPtr< UObject > > | SupportedClasses | The supported classes controls the list of classes that may be operated on by all of the asset functions in this utility class. |
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TArray< FAssetActionSupportCondition > | SupportedConditions | The supported conditions for any asset to use these utility functions. |
Functions
Type | Name | Description | |
---|---|---|---|
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const TArray< TSoftClassPtr< UObject > > & | 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. | |
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bool | Returns whether or not this action is designed to work specifically on Blueprints (true) or on all assets (false). |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | GetAssetRegistryTags
(
TArray< FAssetRegistryTag >& OutTags |
Begin UObject. |
Deprecated Functions
Type | Name | Description | |
---|---|---|---|
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UClass * | GetSupportedClasses() instead, but ideally you're not requesting this directly and are instead using the FAssetActionUtilityPrototype to wrap access to an unload utility asset. |