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Struct containing the information about currently investigated asset context
| Name | FAssetManagerEditorRegistrySource |
| Type | struct |
| Header File | /Engine/Plugins/Editor/AssetManagerEditor/Source/AssetManagerEditor/Public/AssetManagerEditorModule.h |
| Include Path | #include "AssetManagerEditorModule.h" |
Syntax
struct FAssetManagerEditorRegistrySource
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| AssetManagerEditorModule.h | |||
FAssetManagerEditorRegistrySource
(
const FAssetManagerEditorRegistrySource& Other |
We delete the copy constructor because it's not clear whether we should copy RegistryStatePrivate. | AssetManagerEditorModule.h | |
| AssetManagerEditorModule.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FAssetManagerEditorRegistrySource() |
AssetManagerEditorModule.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| CustomSourceName | const FString | If SourceName matches this, this is the custom source loaded from an arbitrary path | AssetManagerEditorModule.h |
| EditorSourceName | const FString | If SourceName matches this, this is the editor | AssetManagerEditorModule.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsEditor | uint8 | If true, this is the editor | AssetManagerEditorModule.h | |
| bManagementDataInitialized | uint8 | If true, management data has been initialized | AssetManagerEditorModule.h | |
| ChunkAssignments | TMap< int32, FAssetManagerChunkInfo > | Map of chunk information, from chunk id to primary assets/specific assets that are explicitly assigned to that chunk | AssetManagerEditorModule.h | |
| SourceFilename | FString | Filename registry was loaded from | AssetManagerEditorModule.h | |
| SourceName | FString | Display name of the source, equal to target Platform, Editor, or Custom | AssetManagerEditorModule.h | |
| SourceTimestamp | FString | Timestamp for the registry we loaded from, if from a file. | AssetManagerEditorModule.h | |
| TargetPlatform | ITargetPlatform * | Target platform for this state, may be null | AssetManagerEditorModule.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssetRegistryPrivate | const IAssetRegistry * | Pointer to the real AssetRegistry, only valid if bIsEditor is true | AssetManagerEditorModule.h | |
| RegistryStatePrivate | const FAssetRegistryState * | Raw asset registry state, only valid if bIsEditor is false | AssetManagerEditorModule.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ClearRegistry() |
AssetManagerEditorModule.h | ||
FAssetData GetAssetByObjectPath
(
const FSoftObjectPath& ObjectPath |
Functions to forward on to the RegistryState, either the owned one or the editor's global State. | AssetManagerEditorModule.h | |
TOptional< FAssetPackageData > GetAssetPackageDataCopy
(
FName PackageName |
AssetManagerEditorModule.h | ||
bool GetAssetTagByObjectPath
(
const FSoftObjectPath& InObjectPath, |
AssetManagerEditorModule.h | ||
bool GetDependencies
(
const FAssetIdentifier& AssetIdentifier, |
AssetManagerEditorModule.h | ||
const FAssetRegistryState * GetOwnedRegistryState () |
Returns the RegistryState owned by this. | AssetManagerEditorModule.h | |
bool GetReferencers
(
const FAssetIdentifier& AssetIdentifier, |
AssetManagerEditorModule.h | ||
bool HasRegistry() |
AssetManagerEditorModule.h | ||
void LoadRegistryTimestamp() |
Grabs the SourceTimestamp from the asset registry file changed times. | AssetManagerEditorModule.h | |
void SetRegistryState
(
const FAssetRegistryState* InRegistryState |
Set the RegistryState viewed by this FAssetManagerEditorRegistrySource to a dynamically allocated FAssetRegistryStateFAssetManagerEditorRegistrySource takes ownership of the given AssetRegistry and deletes it is when cleared. | AssetManagerEditorModule.h | |
void SetUseEditorAssetRegistry
(
const IAssetRegistry* AssetRegistry |
Set the RegistryState viewed by this FAssetManagerEditorRegistrySource to the FAssetRegistryState owned by the given global AssetRegistry. | AssetManagerEditorModule.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAssetManagerEditorRegistrySource & operator=
(
const FAssetManagerEditorRegistrySource& Other |
AssetManagerEditorModule.h | ||
| AssetManagerEditorModule.h |