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Unreal Engine C++ API Reference > Runtime > AssetRegistry > AssetRegistry
References
Module | AssetRegistry |
Header | /Engine/Source/Runtime/AssetRegistry/Public/AssetRegistry/IAssetRegistry.h |
Include | #include "AssetRegistry/IAssetRegistry.h" |
Syntax
class IAssetRegistry
Functions
Type | Name | Description | |
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bool | Adds the specified path to the set of cached paths. | |
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void | AppendState
(
const FAssetRegistryState& InState |
Append the assets from the incoming state into our own |
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void | AssetCreated
(
UObject* NewAsset |
Informs the asset registry that an in-memory asset has been created |
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void | AssetDeleted
(
UObject* DeletedAsset |
Informs the asset registry that an in-memory asset has been deleted |
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void | AssetFullyUpdateTags
(
UObject* Object |
Called on demand from systems that need to fully update an AssetData's tags. |
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void | AssetRenamed
(
const UObject* RenamedAsset, |
Informs the asset registry that an in-memory asset has been renamed |
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void | AssetsSaved
(
TArray< FAssetData >&& Assets |
Called during SavePackage to update the AssetRegistry's copy of the AssetDatas in the package to match the newly saved values. |
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void | AssetTagsFinalized
(
const UObject& FinalizedAsset |
Informs the asset registry that an Asset has finalized its tags after loading. |
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void | Empty the global gatherer's cache and disable further caching of scans from disk. | |
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void | CompileFilter
(
const FARFilter& InFilter, |
Modifies passed in filter optimize it for query and expand any recursive paths and classes |
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bool | ContainsTag
(
FName TagName |
Return whether the given TagName occurs in the tags of any asset in the AssetRegistry |
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DECLARE_TS_MULTICAST_DELEGATE
(
FFilesLoadedEvent |
Event for when the asset registry is done loading files | |
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DECLARE_TS_MULTICAST_DELEGATE_OneParam
(
FPathAddedEvent, |
Event for when paths are added to the registry | |
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DECLARE_TS_MULTICAST_DELEGATE_OneParam
(
FAssetsEvent, |
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DECLARE_TS_MULTICAST_DELEGATE_OneParam
(
FAssetAddedEvent, |
Event for when assets are added to the registry | |
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DECLARE_TS_MULTICAST_DELEGATE_OneParam
(
FAssetRemovedEvent, |
Event for when assets are removed from the registry | |
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DECLARE_TS_MULTICAST_DELEGATE_OneParam
(
FFileLoadProgressUpdatedEvent, |
Event to update the progress of the background file load | |
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DECLARE_TS_MULTICAST_DELEGATE_OneParam
(
FVerseRemovedEvent, |
Event for when Verse files are removed from the registry | |
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DECLARE_TS_MULTICAST_DELEGATE_OneParam
(
FVerseAddedEvent, |
Event for when Verse files are added to the registry | |
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DECLARE_TS_MULTICAST_DELEGATE_OneParam
(
FInMemoryAssetDeletedEvent, |
Event for when assets are deleted | |
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DECLARE_TS_MULTICAST_DELEGATE_OneParam
(
FInMemoryAssetCreatedEvent, |
Event for when in-memory assets are created | |
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DECLARE_TS_MULTICAST_DELEGATE_OneParam
(
FAssetUpdatedEvent, |
Event for when assets are updated in the registry | |
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DECLARE_TS_MULTICAST_DELEGATE_TwoParams
(
FAssetRenamedEvent, |
Event for when assets are renamed in the registry | |
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bool | DoesPackageExistOnDisk
(
FName PackageName, |
|
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void | Writes out the state in textual form. Use arguments to control which segments to emit. | |
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bool | EnumerateAllAssets
(
TFunctionRef< bool(const FAssetData&)> Callback, |
Enumerate asset data for all assets in the registry. |
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void | EnumerateAllCachedPaths
(
TFunctionRef< bool(FString)> Callback |
Enumerate all the paths that are currently cached |
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void | EnumerateAllCachedPaths
(
TFunctionRef< bool(FName)> Callback |
Enumerate all the paths that are currently cached |
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void | EnumerateAllPackages
(
TFunctionRef< void(FName PackageName, const FAssetPackageData&PackageData)> Callback |
Enumerate all PackageDatas in the AssetRegistry. |
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bool | EnumerateAssets
(
const FARCompiledFilter& Filter, |
|
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bool | EnumerateAssets
(
const FARFilter& Filter, |
Enumerate asset data for all assets that match the filter. |
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void | EnumerateSubPaths
(
const FName InBasePath, |
Enumerate the all paths that are currently cached below the passed-in base path |
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void | EnumerateSubPaths
(
const FString& InBasePath, |
Enumerate the all paths that are currently cached below the passed-in base path |
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IAssetRegistry * | Get () |
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bool | GetAllAssets
(
TArray< FAssetData >& OutAssetData, |
Gets asset data for all assets in the registry. |
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void | GetAllCachedPaths
(
TArray< FString >& OutPathList |
Gets a list of all paths that are currently cached |
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SIZE_T | GetAllocatedSize
(
bool bLogDetailed |
Returns memory size of entire registry, optionally logging sizes |
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bool | GetAncestorClassNames
(
FTopLevelAssetPath ClassPathName, |
Returns true if the specified ClassName's ancestors could be found. |
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EAssetAvailability::Type | GetAssetAvailability
(
const FAssetData& AssetData |
Gets the current availability of an asset, primarily for streaming install purposes. |
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float | GetAssetAvailabilityProgress
(
const FAssetData& AssetData, |
Gets an ETA or percentage complete for an asset that is still in the process of being installed. |
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bool | ||
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FAssetData | GetAssetByObjectPath
(
const FSoftObjectPath& ObjectPath, |
Gets the asset data for the specified object path |
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TOptional< FAssetPackageData > | GetAssetPackageDataCopy
(
FName PackageName |
Finds Package data for a package name. |
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bool | GetAssets
(
const FARFilter& Filter, |
Gets asset data for all assets that match the filter. |
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bool | GetAssetsByClass
(
FTopLevelAssetPath ClassPathName, |
Gets asset data for all assets with the supplied class |
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bool | GetAssetsByPackageName
(
FName PackageName, |
Gets asset data for the assets in the package with the specified package name |
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bool | GetAssetsByPath
(
FName PackagePath, |
Gets asset data for all assets in the supplied folder path |
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bool | GetAssetsByPaths
(
TArray< FName > PackagePaths, |
Gets asset data for all assets in any of the supplied folder paths |
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bool | GetAssetsByTags
(
const TArray< FName >& AssetTags, |
Gets asset data for all assets with the supplied tags, regardless of their value |
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bool | GetAssetsByTagValues
(
const TMultiMap< FName, FString >& AssetTagsAndValues, |
Gets asset data for all assets with the supplied tags and values |
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TSet< FName > | Returns the set of empty package names fast iteration | |
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IAssetRegistry & | GetChecked () |
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bool | GetDependencies
(
const FAssetIdentifier& AssetIdentifier, |
Gets a list of AssetIdentifiers or FAssetDependencies that are referenced by the supplied AssetIdentifier. |
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bool | GetDependencies
(
const FAssetIdentifier& AssetIdentifier, |
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bool | GetDependencies
(
FName PackageName, |
Gets a list of PackageNames that are referenced by the supplied package. (On disk references ONLY) |
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void | GetDerivedClassNames
(
const TArray< FTopLevelAssetPath >& ClassNames, |
Returns the names of all classes derived by the supplied class names, excluding any classes matching the excluded class names. |
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FName | GetFirstPackageByName
(
FStringView PackageName |
Returns the first LongPackageName found for the given PackageName. |
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void | GetPackagesByName
(
FStringView PackageName, |
Gets the LongPackageName for all packages with the given PackageName. |
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FSoftObjectPath | GetRedirectedObjectPath
(
const FSoftObjectPath& ObjectPath |
Uses the asset registry to look for ObjectRedirectors. |
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bool | GetReferencers
(
FName PackageName, |
Gets a list of PackageNames that reference the supplied package. (On disk references ONLY) |
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bool | GetReferencers
(
const FAssetIdentifier& AssetIdentifier, |
Gets a list of AssetIdentifiers or FAssetDependencies that reference the supplied AssetIdentifier. |
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bool | GetReferencers
(
const FAssetIdentifier& AssetIdentifier, |
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void | GetSubPaths
(
const FName& InBasePath, |
Gets a list of all paths by name that are currently cached below the passed-in base path |
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void | GetSubPaths
(
const FString& InBasePath, |
Gets a list of all paths that are currently cached below the passed-in base path |
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bool | Returns true if temporary caching mode enabled | |
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bool | GetVerseFilesByPath
(
FName PackagePath, |
Gets paths for all Verse files in the supplied folder |
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bool | Does the given path contain assets, optionally also testing sub-paths? | |
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bool | HasVerseFiles
(
FName PackagePath, |
Returns whether the supplied folder contains any verse file |
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void | InitializeSerializationOptions
(
FAssetRegistrySerializationOptions& Options, |
Fills in FAssetRegistrySerializationOptions from ini, optionally using a target platform ini name |
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void | InitializeTemporaryAssetRegistryState
(
FAssetRegistryState& OutState, |
Fills in a AssetRegistryState with a copy of the data in the internal cache, overriding some |
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bool | IsAssetExcludedByFilter
(
const FAssetData& AssetData, |
Tests to see whether the given asset would be excluded (fails) the given filter |
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bool | IsAssetIncludedByFilter
(
const FAssetData& AssetData, |
Tests to see whether the given asset would be included (passes) the given filter |
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bool | Returns true if the asset registry is currently loading files and does not yet know about all assets | |
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bool | IsPathBeautificationNeeded
(
const FString& InAssetPath |
Indicates if path should be beautified before presented to the user. |
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bool | Whether SearchAllAssets has been called, or was auto-called at startup. | |
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bool | Whether searching is done async (and was started at startup), or synchronously and on-demand, requiring ScanPathsSynchronous or SearchAllAssets. | |
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FAssetData | K2_GetAssetByObjectPath
(
const FSoftObjectPath& ObjectPath, |
Gets the asset data for the specified object path |
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bool | K2_GetDependencies
(
FName PackageName, |
Gets a list of paths to objects that are referenced by the supplied package. |
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bool | K2_GetReferencers
(
FName PackageName, |
Gets a list of packages that reference the supplied package. (On disk references ONLY) |
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void | LoadPackageRegistryData
(
const FString& PackageFilename, |
Load FAssetData from the specified package filename |
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void | LoadPackageRegistryData
(
FArchive& Ar, |
Load FPackageRegistry data from the supplied package |
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FAssetAddedEvent & | OnAssetAdded () |
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FAssetRemovedEvent & | ||
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FAssetRenamedEvent & | ||
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FAssetsEvent & | Event for when assets are added to the registry to handle batches more efficiently | |
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FAssetsEvent & | Event for when assets are removed from the registry | |
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FAssetsEvent & | Event for when assets are updated in the registry | |
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FAssetsEvent & | Event for when assets are updated on disk and have been refreshed in the assetregistry | |
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FAssetUpdatedEvent & | ||
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FAssetUpdatedEvent & | Event for when assets are updated on disk and have been refreshed in the assetregistry | |
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FFileLoadProgressUpdatedEvent & | ||
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FFilesBlockedEvent & | ||
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FFilesLoadedEvent & | ||
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FInMemoryAssetCreatedEvent & | ||
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FInMemoryAssetDeletedEvent & | ||
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FPathAddedEvent & | OnPathAdded () |
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FPathRemovedEvent & | ||
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FVerseAddedEvent & | OnVerseAdded () |
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FVerseRemovedEvent & | ||
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void | PackageDeleted
(
UPackage* DeletedPackage |
Informs the asset registry that an in-memory package has been deleted, and all associated assets should be removed |
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bool | PathExists
(
const FName PathToTest |
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bool | PathExists
(
const FString& PathToTest |
Queries whether the given path exists in the set of cached paths |
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void | PrioritizeAssetInstall
(
const FAssetData& AssetData |
Hint the streaming installers to prioritize a specific asset for install. |
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void | PrioritizeSearchPath
(
const FString& PathToPrioritize |
If assets are currently being asynchronously scanned in the specified path, this will cause them to be scanned before other assets. |
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void | ReadLockEnumerateTagToAssetDatas
(
TFunctionRef< void(FName TagName, const TArray< const FAssetData* >&Assets)> Callback |
Enumerate all pairs in State->TagToAssetDataMapAssetRegistry and call a callback on each pair. |
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bool | RemovePath
(
const FString& PathToRemove |
Attempts to remove the specified path to the set of cached paths. |
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void | RunAssetsThroughFilter
(
TArray< FAssetData >& AssetDataList, |
Trims items out of the asset data list that do not pass the supplied filter |
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void | ScanFilesSynchronous
(
const TArray< FString >& InFilePaths, |
Scan the specified individual files right now and populate the asset registry. |
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void | ScanModifiedAssetFiles
(
const TArray< FString >& InFilePaths |
Forces a rescan of specific filenames, call this when you need to refresh from disk |
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void | ScanPathsSynchronous
(
const TArray< FString >& InPaths, |
Scan the supplied paths recursively right now and populate the asset registry. |
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void | ScanSynchronous
(
const TArray< FString >& InPaths, |
Scan the supplied paths and files recursively right now and populate the asset registry. |
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void | SearchAllAssets
(
bool bSynchronousSearch |
Look for all assets on disk (can be async or synchronous) |
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void | Serialize the registry to/from a file, skipping editor only data | |
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void | Serialize
(
FStructuredArchive::FRecord Record |
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void | SetManageReferences
(
const TMultiMap< FAssetIdentifier, FAssetIdentifier >& ManagerMap, |
Specifies a list of manager mappings, optionally recursing to dependencies. |
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bool | SetPrimaryAssetIdForObjectPath
(
const FSoftObjectPath& ObjectPath, |
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void | SetTemporaryCachingMode
(
bool bEnable |
Enables or disable temporary search caching, when this is enabled scanning/searching is faster because we assume no objects are loaded between scans. |
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void | Mark that the temporary cached needs to be updated before being used again, because e.g. a new class was loaded. | |
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void | Tick
(
float DeltaTime |
Tick the asset registry |
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UE::AssetRegistry::EExists | TryGetAssetByObjectPath
(
const FSoftObjectPath& ObjectPath, |
Tries to get the asset data for the specified object path |
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UE::AssetRegistry::EExists | TryGetAssetPackageData
(
FName PackageName, |
Tries to get the pacakge data for a specified path |
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void | UseFilterToExcludeAssets
(
TArray< FAssetData >& AssetDataList, |
Trims items out of the asset data list that pass the supplied filter |
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void | UseFilterToExcludeAssets
(
TArray< FAssetData >& AssetDataList, |
Trims items out of the asset data list that pass the supplied filter |
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void | Wait for scan to be complete. | |
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void | WaitForPackage
(
const FString& PackageName |
Wait for the scan of a specific package to be complete |
Classes
Type | Name | Description | |
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FFileLoadProgressUpdateData | Payload data for a file progress update | |
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FFilesBlockedEvent | Event for when one or more files have been blocked from the registry | |
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FLoadPackageRegistryData | ||
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FPathRemovedEvent | Event for when paths are removed from the registry |
Typedefs
Name | Description |
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ShouldSetManagerPredicate | Predicate called to decide whether to recurse into a reference when setting manager references |
Deprecated Functions
Type | Name | Description | |
---|---|---|---|
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void | AssetSaved
(
const UObject& SavedAsset |
Use the new AssetsSaved function that takes FAssetData. |
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bool | GetAncestorClassNames
(
FName ClassName, |
Class names are now represented by path names. Please use a version of this function that uses FTopLevelAssetPath. |
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FAssetData | GetAssetByObjectPath
(
const FName ObjectPath, |
Asset path FNames have been deprecated, use Soft Object Path instead. |
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const FAssetRegistryState * | Receiving a pointer is not threadsafe. Use other functions on IAssetRegistry to access the same data, or contact Epic Core team to add the threadsafe functions you require.. | |
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bool | GetAssetsByClass
(
FName ClassPathName, |
Class names are now represented by path names. Please use a version of this function that uses FTopLevelAssetPath. |
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const TSet< FName > & | Receiving a reference is not threadsafe. Use GetCachedEmptyPackagesCopy instead. | |
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void | Class names are now represented by path names. Please use a version of this function that uses FTopLevelAssetPath. | |
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FName | GetRedirectedObjectPath
(
const FName ObjectPath |
Asset path FNames have been deprecated, use FSoftObjectPath instead. |
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bool | SetPrimaryAssetIdForObjectPath
(
const FName ObjectPath, |
Asset path FNames have been deprecated, use FSoftObjectPath instead. |