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Unreal Engine C++ API Reference > Editor > UnrealEd > Commandlets
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Module | UnrealEd |
Header | /Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h |
Include | #include "Commandlets/AssetRegistryGenerator.h" |
Syntax
class FAssetRegistryGenerator
Remarks
Helper class for generating streaming install manifests
Constructors
Type | Name | Description | |
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FAssetRegistryGenerator
(
const ITargetPlatform* InPlatform |
Constructor |
Destructors
Type | Name | Description | |
---|---|---|---|
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Destructor |
Functions
Type | Name | Description | |
---|---|---|---|
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void | Follows an assets dependency chain to build up a list of package names in the same order as the runtime would attempt to load them | |
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void | Deletes temporary manifest directories. | |
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void | CloneGlobalAssetRegistryFilteredByPreviousState
(
const FAssetRegistryState& PreviousState |
Used by DLC which does not Clone the entire global AR. |
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void | ComputePackageDifferences
(
const FComputeDifferenceOptions& Options, |
Computes differences between the current asset registry state and the provided previous state. |
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void | ComputePackageRemovals
(
const FAssetRegistryState& PreviousState, |
Computes just the list of packages in the PreviousState that no longer exist in the current state. |
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bool | ContainsMap
(
const FName& PackageName |
ContainsMap Does this package contain a map file (determined by finding if this package contains a UWorld / ULevel object) |
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void | FinalizeChunkIDs
(
const TSet< FName >& CookedPackages, |
FinalizeChunkIDs Create the list of packages to store in each Chunk; each Chunk corresponds to a pak file, or group of pak files if the chunk is split. |
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FAssetPackageData * | GetAssetPackageData
(
const FName& PackageName |
Returns editable version of the asset package state being generated |
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void | GetChunkAssignments
(
TArray< TSet< FName >>& OutAssignments |
Returns the chunks |
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int32 | GetPakchunkIndex
(
int32 ChunkId |
Get pakchunk file index from ChunkID |
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const ITargetPlatform * | ||
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bool | Whether *this cloned the global the AssetRegistry during its construction. | |
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void | Initialize
(
const TArray< FName >& StartupPackages, |
Initializes manifest generator - creates manifest lists, hooks up delegates. |
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void | PostSave () |
PostSave Notify generator that we are finished saving registry |
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void | PreSave Notify generator that we are about to save the registry and chunk manifests | |
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void | RegisterChunkDataGenerator
(
TSharedRef< IChunkDataGenerator > InChunkDataGenerator |
Register a chunk data generator with this generator. Should be called prior to SaveManifests. |
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bool | SaveAssetRegistry
(
const FString& SandboxPath, |
Saves generated asset registry data for each platform. |
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bool | SaveManifests
(
FSandboxPlatformFile& InSandboxFile, |
Saves all generated manifests for each target platform. |
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void | SetPreviousAssetRegistry
(
TUniquePtr< FAssetRegistryState >&& PreviousState |
Sets asset registry from a previous run that is used for iterative cooking. |
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void | Check config to see whether chunk assignments use the AssetManager. | |
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void | UpdateAssetRegistryData
(
UE::Cook::FMPCollectorServerMessageContext& Context, |
|
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void | UpdateAssetRegistryData
(
FName PackageName, |
Attempts to update the metadata for a package in an asset registry generator. |
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bool | WriteCookerOpenOrder
(
FSandboxPlatformFile& InSandboxFile |
Writes out CookerOpenOrder.log file |
Classes
Type | Name | Description | |
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FAssetRegistryDifference | Differences between the current and the previous state. | |
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FComputeDifferenceOptions | Options when computing the differences between current and previous state. | |
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FGeneratorPackageInfo | Info about a GeneratorPackage (see ICookPackageSplitter) loaded from previous iterative cooks. |
Enums
Type | Name | Description | |
---|---|---|---|
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EDifference |
Typedefs
Name | Description |
---|---|
FChunkPackageSet | Map of Package name to Sandbox Paths |
FCreateOrFindArray | Ensures all assets in the input package are present in the registry |