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API > API/Plugins > API/Plugins/EditorScriptingUtilities > API/Plugins/EditorScriptingUtilities/UEditorAssetLibrary
References
| Module | EditorScriptingUtilities |
| Header | /Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Public/EditorAssetLibrary.h |
| Include | #include "EditorAssetLibrary.h" |
| Source | /Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Private/EditorAssetLibrary.cpp |
UFUNCTION&40;BlueprintCallable, Category&61;"Editor Scripting &124; Asset"&41;
static bool SaveLoadedAssets
&40;
const TArray< UObject &42; > & AssetsToSave,
bool bOnlyIfIsDirty
&41;
Remarks
Save the packages the assets live in. All objects that live in the package will be saved. Will try to checkout the files. True if the operation succeeds.
Parameters
| Name | Description |
|---|---|
| AssetToSaves | Assets that we want to save. |
| bOnlyIfIsDirty | Only checkout asset that are dirty. |