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Unreal Engine C++ API Reference > Editor > UnrealEd > Subsystems
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- USubsystem
- UDynamicSubsystem
- UEditorSubsystem
- UEditorAssetSubsystem
References
Module | UnrealEd |
Header | /Engine/Source/Editor/UnrealEd/Public/Subsystems/EditorAssetSubsystem.h |
Include | #include "Subsystems/EditorAssetSubsystem.h" |
Syntax
class UEditorAssetSubsystem : public UEditorSubsystem
Remarks
UEditorAssetSubsystem Subsystem for exposing asset related utilities to scripts. Asset Paths can be represented in the following ways: (Reference/Text Path) StaticMesh'/Game/MyFolder/MyAsset.MyAsset' (Full Name) StaticMesh /Game/MyFolder/MyAsset.MyAsset (Path Name) /Game/MyFolder/MyAsset.MyAsset (Package Name) /Game/MyFolder/MyAsset Directory Paths can be represented in the following ways: /Game/MyNewFolder/ /Game/MyNewFolder
Constructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | AddOnExtractAssetFromFile
(
FOnExtractAssetFromFileDynamic Delegate |
Call this to add a callback to extract an asset from a file, for example from a drag and drop operation. |
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bool | CheckoutAsset
(
const FString& AssetToCheckout |
Checkout an asset. |
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bool | CheckoutDirectory
(
const FString& DirectoryPath, |
Checkout all assets in a directory. |
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bool | CheckoutLoadedAsset
(
UObject* AssetToCheckout |
Checkout the asset corresponding to an object. |
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bool | CheckoutLoadedAssets
(
const TArray< UObject* >& AssetsToCheckout |
Checkout the assets. |
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bool | ConsolidateAssets
(
UObject* AssetToConsolidateTo, |
Consolidates assets by replacing all references/uses of the provided AssetsToConsolidate with references to AssetToConsolidateTo. |
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bool | DeleteAsset
(
const FString& AssetPathToDelete |
Delete the package an asset is in. |
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bool | DeleteDirectory
(
const FString& DirectoryPath |
Delete the packages inside a directory. |
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bool | DeleteLoadedAsset
(
UObject* AssetToDelete |
Delete an asset that is already loaded. |
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bool | DeleteLoadedAssets
(
const TArray< UObject* >& AssetsToDelete |
Delete assets that are already loaded. |
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bool | DoAssetsExist
(
const TArray< FString >& AssetPaths |
Check if assets exist in the Asset Registry. |
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bool | DoesAssetExist
(
const FString& AssetPath |
Check if an asset exists in the Asset Registry. |
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bool | DoesDirectoryContainAssets
(
const FString& DirectoryPath, |
Check if a directory contains any assets. |
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bool | DoesDirectoryExist
(
const FString& DirectoryPath |
Check if a directory exists. |
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UObject * | DuplicateAsset
(
const FString& SourceAssetPath, |
Duplicate an asset. |
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bool | DuplicateDirectory
(
const FString& SourceDirectoryPath, |
Duplicate a directory and the assets in it. |
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UObject * | DuplicateLoadedAsset
(
UObject* SourceAsset, |
Duplicate an asset that is already loaded. Will try to checkout the file. |
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FAssetData | FindAssetData
(
const FString& AssetPath |
Return the AssetData for the Asset that can then be used with AssetRegistryHelpers. |
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TArray< FString > | FindPackageReferencersForAsset
(
const FString& AssetPath, |
Find Package Referencers for an asset. |
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FString | GetMetadataTag
(
UObject* Object, |
Get the value associated with the given tag of a loaded asset's metadata. |
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TMap< FName, FString > | GetMetadataTagValues
(
UObject* Object |
Get all tags/values of a loaded asset's metadata. |
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FOnExtractAssetFromFile & | Get the delegate for extracting an asset from a file, for example from a drag and drop operation. | |
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FString | GetPathNameForLoadedAsset
(
UObject* LoadedAsset |
Return a valid AssetPath for a loaded asset. |
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TMap< FName, FString > | GetTagValues
(
const FString& AssetPath |
Gets all TagValues (from Asset Registry) associated with an (unloaded) asset as strings value. |
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TArray< FString > | ListAssets
(
const FString& DirectoryPath, |
Return the list of all the assets found in the DirectoryPath. |
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TArray< FString > | ListAssetsByTagValue
(
FName TagName, |
Return the list of all the assets that have the pair of Tag/Value. |
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UObject * | Load an asset. It will verify if the object is already loaded and only load it if it's necessary. | |
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UClass * | LoadBlueprintClass
(
const FString& AssetPath |
Load a Blueprint asset and return its generated class. |
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bool | MakeDirectory
(
const FString& DirectoryPath |
Create a directory on disk. |
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void | RemoveMetadataTag
(
UObject* Object, |
Remove the given tag from a loaded asset's metadata. |
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void | Call this to remove a callback added with AddOnExtractAssetFromFile. | |
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bool | RenameAsset
(
const FString& SourceAssetPath, |
Rename an asset. |
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bool | RenameDirectory
(
const FString& SourceDirectoryPath, |
Rename a directory. |
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bool | RenameLoadedAsset
(
UObject* SourceAsset, |
Rename an asset that is already loaded. |
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bool | Save the packages the assets live in. | |
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bool | SaveDirectory
(
const FString& DirectoryPath, |
Save the packages the assets live in inside the directory. |
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bool | SaveLoadedAsset
(
UObject* AssetToSave, |
Save the package the asset lives in. |
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bool | SaveLoadedAssets
(
const TArray< UObject* >& AssetsToSave, |
Save the packages the assets live in. |
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void | SetMetadataTag
(
UObject* Object, |
Set the value associated with a given tag of a loaded asset's metadata. |
Overridden from USubsystem
Type | Name | Description | |
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void | Deinitialize () |
Implement this for deinitialization of instances of the system |
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void | Initialize
(
FSubsystemCollectionBase& Collection |
Implement this for initialization of instances of the system |
Classes
Type | Name | Description | |
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FOnExtractAssetFromFileDynamic | Dynamic version of FOnExtractAssetFromFile. |
Typedefs
Name | Description |
---|---|
FOnExtractAssetFromFile | Delegate for extracting an asset from a file, for example from a drag and drop operation. |