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API > API/Editor > API/Editor/UnrealEd > API/Editor/UnrealEd/UEditorAssetSubsystem
Description
Save the package the asset lives in. All objects that live in the package will be saved. Will try to checkout the file.
| Name | SaveLoadedAsset |
| Type | function |
| Header File | /Engine/Source/Editor/UnrealEd/Public/Subsystems/EditorAssetSubsystem.h |
| Include Path | #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
)
True if the operation succeeds.
Parameters
| Name | Remarks |
|---|---|
| AssetToSave | Asset that we want to save. |
| bOnlyIfIsDirty | Only checkout asset that are dirty. |