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API > API/Runtime > API/Runtime/AssetRegistry > API/Runtime/AssetRegistry/FAssetRegistryState
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void InitializeFromExisting
(
const FAssetRegistryState& Existing, |
AssetRegistry/AssetRegistryState.h | ||
void InitializeFromExisting
(
const FAssetDataMap& AssetDataMap, |
Initializes cache from existing set of asset data and depends nodes | AssetRegistry/AssetRegistryState.h |
InitializeFromExisting(const FAssetRegistryState &, const FAssetRegistrySerializationOptions &, EInitializationMode, FAssetRegistryAppendResult *)
| Name | InitializeFromExisting |
| Type | function |
| Header File | /Engine/Source/Runtime/AssetRegistry/Public/AssetRegistry/AssetRegistryState.h |
| Include Path | #include "AssetRegistry/AssetRegistryState.h" |
void InitializeFromExisting
(
const FAssetRegistryState & Existing,
const FAssetRegistrySerializationOptions & Options,
EInitializationMode InitializationMode,
FAssetRegistryAppendResult * OutAppendResult
)
InitializeFromExisting(const FAssetDataMap &, const TMap< FAssetIdentifier, FDependsNode > &, const TMap< FName, FAssetPackageData > &, const FAssetRegistrySerializationOptions &, EInitializationMode, FAssetRegistryAppendResult *)
Description
Initializes cache from existing set of asset data and depends nodes
| Name | InitializeFromExisting |
| Type | function |
| Header File | /Engine/Source/Runtime/AssetRegistry/Public/AssetRegistry/AssetRegistryState.h |
| Include Path | #include "AssetRegistry/AssetRegistryState.h" |
| Source | /Engine/Source/Runtime/AssetRegistry/Private/AssetRegistryState.cpp |
void InitializeFromExisting
(
const FAssetDataMap & AssetDataMap,
const TMap< FAssetIdentifier, FDependsNode * > & DependsNodeMap,
const TMap< FName, FAssetPackageData * > & AssetPackageDataMap,
const FAssetRegistrySerializationOptions & Options,
EInitializationMode InitializationMode,
FAssetRegistryAppendResult * OutAppendResult
)