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Represents a group of related assets, e.g. a skeleton, its animations and skeletal meshes
| Name | IAssetFamily |
| Type | class |
| Header File | /Engine/Source/Editor/Persona/Public/IAssetFamily.h |
| Include Path | #include "IAssetFamily.h" |
Syntax
class IAssetFamily
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~IAssetFamily() |
Virtual destructor | IAssetFamily.h |
Classes
| Name | Remarks |
|---|---|
| FOnAssetFamilyChanged | Event fired when an asset family changes (e.g. relationships are altered) |
| FOnAssetOpened | Event fired when an asset is opened |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAssetData FindAssetOfType
(
UClass* AssetType |
Find the most relevant asset of a specified type | IAssetFamily.h | |
void FindAssetsOfType
(
UClass* AssetType, |
Find all assets of a specified type | IAssetFamily.h | |
FAssetData GetAsset() |
Find the most relevant asset of a specified type | IAssetFamily.h | |
UClass * GetAssetFamilyClass
(
UClass* InClass |
IAssetFamily.h | ||
void GetAssets
(
TArray< FAssetData >& OutAssets |
Find all assets of a specified type | IAssetFamily.h | |
const FSlateBrush * GetAssetTypeDisplayIcon
(
UClass* InAssetClass |
Gets the slate brush that represents this asset family | IAssetFamily.h | |
FText GetAssetTypeDisplayName
(
UClass* InAssetClass |
Gets the name of an asset that will be displayed to a user | IAssetFamily.h | |
FSlateColor GetAssetTypeDisplayTint
(
UClass* InAssetClass |
Gets the color to tint the asset display icon | IAssetFamily.h | |
void GetAssetTypes
(
TArray< UClass* >& OutAssetTypes |
Get all the asset classes this family supports (doesnt need to include derived classes) | IAssetFamily.h | |
IAssetFamily::FOnAssetFamilyChanged TBaseMulticastDelegate_NoParams GetOnAssetFamilyChanged() |
IAssetFamily.h | ||
IAssetFamily::FOnAssetOpened TBaseMulticastDelegate_OneParam GetOnAssetOpened() |
IAssetFamily.h | ||
bool IsAssetCompatible
(
const FAssetData& InAssetData |
Check whether an asset is compatible with this family | IAssetFamily.h | |
void RecordAssetOpened
(
const FAssetData& InAssetData |
Record that an asset was opened | IAssetFamily.h |