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API > API/Plugins > API/Plugins/AssetManagerEditor
The Asset Manager Editor module handles creating UI for asset management and exposes several commands
| Name | IAssetManagerEditorModule |
| Type | class |
| Header File | /Engine/Plugins/Editor/AssetManagerEditor/Source/AssetManagerEditor/Public/AssetManagerEditorModule.h |
| Include Path | #include "AssetManagerEditorModule.h" |
Syntax
class IAssetManagerEditorModule : public IModuleInterface
Implements Interfaces
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FCanOpenReferenceViewerUI | TBaseDelegate_TwoParams< bool, const TArray< FAssetIdentifier > &, FText * > | Returns false if should not open reference viewer for items | AssetManagerEditorModule.h |
| FRegisterAdditionalReferenceViewerCommands | TMulticastDelegate_TwoParams< void, TSharedRef< FUICommandList >, TArray< TSharedPtr< FUICommandInfo > > & > | Passes commandlist and command info array to be updated by any of the registered delegates. | AssetManagerEditorModule.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| AllPrimaryAssetTypes | const FPrimaryAssetType | Fake type returned from type combo box to mean all types | AssetManagerEditorModule.h |
| ChunkFakeAssetDataPackageName | const FName | Specific package path inside PrimaryAssetFakeAssetDataPackagePath representing chunks | AssetManagerEditorModule.h |
| ChunksName | const FName | AssetManagerEditorModule.h | |
| CookRuleName | const FName | AssetManagerEditorModule.h | |
| DiskSizeName | const FName | AssetManagerEditorModule.h | |
| ManagedDiskSizeName | const FName | AssetManagerEditorModule.h | |
| ManagedResourceSizeName | const FName | AssetManagerEditorModule.h | |
| PluginName | const FName | AssetManagerEditorModule.h | |
| PrimaryAssetFakeAssetDataPackagePath | const FName | Fake package path used by placeholder asset data, has primary asset ID added to it to set package name | AssetManagerEditorModule.h |
| ResourceSizeName | const FName | Custom column names | AssetManagerEditorModule.h |
| TotalUsageName | const FName | AssetManagerEditorModule.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AppendRegisteredCommandsToCommandList
(
TSharedRef< FUICommandList > ListToAppendTo |
Called by SReferenceViewer to update given list of commands with any of the registered delegates | AssetManagerEditorModule.h | |
TSharedRef< SWidget > CreateAssetSourceControlContextMenu
(
const TArray< FAssetData >& SelectedAssets |
Return a UToolsMenu generated widget containing the asset source control context menu. | AssetManagerEditorModule.h | |
bool FilterAssetIdentifiersForCurrentRegistrySource
(
TArray< FAssetIdentifier >& AssetIdentifiers, |
Filters list of identifiers and removes ones that do not exist in this registry source. | AssetManagerEditorModule.h | |
void GetAvailableRegistrySources
(
TArray< const FAssetManagerEditorRegistrySource* >& AvailableSources |
Gets the list of registry sources that are available | AssetManagerEditorModule.h | |
const FAssetManagerEditorRegistrySource * GetCurrentRegistrySource
(
bool bNeedManagementData |
Returns the currently selected registry source. | AssetManagerEditorModule.h | |
bool GetDisplayTextForCustomColumn
(
const FAssetData& AssetData, |
Gets a display text value for a virtual column. Returns true and sets out parameter if found | AssetManagerEditorModule.h | |
bool GetIntegerValueForCustomColumn
(
const FAssetData& AssetData, |
Gets the value of a "virtual" column for an asset data, this will query the AssetManager for you and takes current platform into account. | AssetManagerEditorModule.h | |
bool GetManagedPackageListForAssetData
(
const FAssetData& AssetData, |
Returns the set of asset packages managed the given asset data, returns true if any found. | AssetManagerEditorModule.h | |
bool GetReferenceViewerUISelectedNodesAssetData
(
TArray< FAssetData >& OutAssetDatas |
Returns true if Reference Viewer UI is available and has selected nodes. | AssetManagerEditorModule.h | |
const TArray< TSharedPtr< FUICommandInfo > > & GetRegisteredAdditionalReferenceViewerCommands () |
Returns our list of command info populated by OnRegisterAdditionalReferenceViewerCommands. | AssetManagerEditorModule.h | |
bool GetStringValueForCustomColumn
(
const FAssetData& AssetData, |
Gets the value of a "virtual" column for an asset data, this will query the AssetManager for you and takes current platform into account. | AssetManagerEditorModule.h | |
bool IsPackageInCurrentRegistrySource
(
FName PackageName |
Returns true if this package exists in the current registry source, optionally setting a redirected package name | AssetManagerEditorModule.h | |
FCanOpenReferenceViewerUI & OnCanOpenReferenceViewerUI() |
AssetManagerEditorModule.h | ||
FRegisterAdditionalReferenceViewerCommands & OnRegisterAdditionalReferenceViewerCommands() |
AssetManagerEditorModule.h | ||
void OpenAssetAuditUI
(
TArray< FAssetData > SelectedAssets |
Opens asset management UI, with selected assets. Pass as value so it can be used in delegates | AssetManagerEditorModule.h | |
void OpenAssetAuditUI
(
TArray< FAssetIdentifier > SelectedIdentifiers |
AssetManagerEditorModule.h | ||
void OpenAssetAuditUI
(
TArray< FName > SelectedPackages |
AssetManagerEditorModule.h | ||
void OpenReferenceViewerUI
(
const TArray< FAssetIdentifier > SelectedIdentifiers, |
Spawns reference viewer, showing selected packages or identifiers | AssetManagerEditorModule.h | |
void OpenReferenceViewerUI
(
const TArray< FName > SelectedPackages, |
AssetManagerEditorModule.h | ||
| Open the Shader cook stats | AssetManagerEditorModule.h | ||
void OpenSizeMapUI
(
TArray< FName > SelectedPackages |
AssetManagerEditorModule.h | ||
void OpenSizeMapUI
(
TArray< FAssetIdentifier > SelectedIdentifiers |
Spawns size map with selected packages | AssetManagerEditorModule.h | |
bool PopulateRegistrySource
(
FAssetManagerEditorRegistrySource* InOutRegistrySource, |
Sets up a registry source. | AssetManagerEditorModule.h | |
void RefreshRegistryData() |
Refreshes the management dictionary and all sources | AssetManagerEditorModule.h | |
void SetCurrentRegistrySource
(
const FString& SourceName |
Sets the current registry source, this loads the asset registry state if needed and may spawn a file load dialog for custom | AssetManagerEditorModule.h | |
bool WriteCollection
(
FName CollectionName, |
Creates a collection in the project collection container from a list of packages, will overwrite/modify an existing collection of the same name. | AssetManagerEditorModule.h | |
bool WriteCollection
(
ICollectionContainer& CollectionContainer, |
Creates a collection from a list of packages, will overwrite/modify an existing collection of the same name. | AssetManagerEditorModule.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FAssetData CreateFakeAssetDataFromChunkId
(
int32 ChunkID |
Creates fake AssetData to represent chunks | AssetManagerEditorModule.h | |
static FAssetData CreateFakeAssetDataFromPrimaryAssetId
(
const FPrimaryAssetId& PrimaryAssetId |
Creates fake AssetData to represent a primary asset | AssetManagerEditorModule.h | |
static void ExtractAssetIdentifiersFromAssetDataList
(
const TArray< FAssetData >& AssetDataList, |
Parses a list of AssetData and extracts AssetIdentifiers, handles the fake asset data | AssetManagerEditorModule.h | |
static int32 ExtractChunkIdFromFakeAssetData
(
const FAssetData& InAssetData |
Returns >= 0 if this is a fake chunk AssetData, otherwise INDEX_NONE | AssetManagerEditorModule.h | |
static FPrimaryAssetId ExtractPrimaryAssetIdFromFakeAssetData
(
const FAssetData& InAssetData |
Returns valid PrimaryAssetId if this is a fake AssetData for a primary asset | AssetManagerEditorModule.h | |
static void GeneratePrimaryAssetTypeComboBoxStrings
(
TArray< TSharedPtr< FString > >& OutComboBoxStrings, |
Called to get list of valid primary asset types | AssetManagerEditorModule.h | |
static IAssetManagerEditorModule & Get () |
Singleton-like access to this module's interface. | AssetManagerEditorModule.h | |
static bool IsAvailable () |
Checks to see if this module is loaded and ready. | AssetManagerEditorModule.h | |
static TSharedRef< SWidget > MakePrimaryAssetIdSelector
(
FOnGetPrimaryAssetDisplayText OnGetDisplayText, |
Creates a simple version of a Primary Asset Id selector, not bound to a PropertyHandle | AssetManagerEditorModule.h | |
static TSharedRef< SWidget > MakePrimaryAssetTypeSelector
(
FOnGetPrimaryAssetDisplayText OnGetDisplayText, |
Creates a simple version of a Primary Asset Type selector, not bound to a PropertyHandle | AssetManagerEditorModule.h | |
static bool OnShouldFilterPrimaryAsset
(
const FAssetData& InAssetData, |
Called for asset picker to see rather to show asset | AssetManagerEditorModule.h |