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API > API/Editor > API/Editor/UnrealEd > API/Editor/UnrealEd/Subsystems > API/Editor/UnrealEd/Subsystems/UEditorAssetSubsystem
References
| Module | UnrealEd |
| Header | /Engine/Source/Editor/UnrealEd/Public/Subsystems/EditorAssetSubsystem.h |
| Include | #include "Subsystems/EditorAssetSubsystem.h" |
| Source | /Engine/Source/Editor/UnrealEd/Private/Subsystems/EditorAssetSubsystem.cpp |
UFUNCTION (BlueprintCallable, Category="Editor Scripting | Asset")
bool SaveLoadedAsset
(
UObject * AssetToSave,
bool bOnlyIfIsDirty
)
Remarks
Save the package the asset lives in. All objects that live in the package will be saved. Will try to checkout the file. True if the operation succeeds.
Parameters
| Name | Description |
|---|---|
| AssetToSave | Asset that we want to save. |
| bOnlyIfIsDirty | Only checkout asset that are dirty. |