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This archive searches objects for assets. It determines the set of assets by whether they support thumbnails or not. Possibly, not best but it displays everything as thumbnails, so...
Name
FFindAssetsArchive
Type
class
Header File
/Engine/Source/Editor/UnrealEd/Public/ReferencedAssetsUtils.h
Include Path
#include "ReferencedAssetsUtils.h"
Syntax
class FFindAssetsArchive : public FArchiveUObject
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Inheritance Hierarchy
Constructors
Name
Remarks
Include Path
Unreal Specifiers
FFindAssetsArchive
(
UObject * InSearch,
TSet< UObject * >& OutAssetList,
ObjectReferenceGraph* ReferenceGraph,
int32 MaxRecursion,
bool bIncludeClasses,
bool bIncludeDefaults,
bool bReverseReferenceGraph
)
Functor that starts the serialization processFunctor that starts the serialization process
ReferencedAssetsUtils.h
Variables
Protected
Name
Type
Remarks
Include Path
Unreal Specifiers
AssetList
TSet< UObject * > &
The array to add any found assets too
ReferencedAssetsUtils.h
bIncludeDefaultRefs
bool
If false, ignore all assets referenced only through archetype/class default objects
ReferencedAssetsUtils.h
bIncludeScriptRefs
bool
If false, ignore all assets referenced only through script
ReferencedAssetsUtils.h
bUseReverseReferenceGraph
bool
If true, the reference graph map key-value pairs will be stored as child-parent instead of parent-child
ReferencedAssetsUtils.h
CurrentDepth
int32
Current Recursion Depth
ReferencedAssetsUtils.h
CurrentObject
UObject *
The object currently being serialized.
ReferencedAssetsUtils.h
CurrentReferenceGraph
ObjectReferenceGraph *
Set when the global asset list is updated.
ReferencedAssetsUtils.h
MaxRecursionDepth
const int32
Maximum depth to recursively serialize objects; 0 indicates no limit to recursion
ReferencedAssetsUtils.h
StartObject
UObject *
The root object that was used to being serialization for this archive
ReferencedAssetsUtils.h
Functions
Public