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API > API/Runtime > API/Runtime/AssetRegistry > API/Runtime/AssetRegistry/FAssetRegistryState
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void PruneAssetData
(
const TSet< FName >& RequiredPackages, |
AssetRegistry/AssetRegistryState.h | ||
void PruneAssetData
(
const TSet< FName >& RequiredPackages, |
Prunes an asset cache, this removes asset data, nodes, and package data that isn't needed. | AssetRegistry/AssetRegistryState.h |
PruneAssetData(const TSet< FName > &, const TSet< FName > &, const FAssetRegistrySerializationOptions &)
| Name | PruneAssetData |
| 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 PruneAssetData
(
const TSet< FName > & RequiredPackages,
const TSet< FName > & RemovePackages,
const FAssetRegistrySerializationOptions & Options
)
PruneAssetData(const TSet< FName > &, const TSet< FName > &, const TSet< int32 >, const FAssetRegistrySerializationOptions &)
Description
Prunes an asset cache, this removes asset data, nodes, and package data that isn't needed.
| Name | PruneAssetData |
| 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 PruneAssetData
(
const TSet< FName > & RequiredPackages,
const TSet< FName > & RemovePackages,
const TSet< int32 > ChunksToKeep,
const FAssetRegistrySerializationOptions & Options
)
Parameters
| Name | Remarks |
|---|---|
| RequiredPackages | If set, only these packages will be maintained. If empty it will keep all unless filtered by other parameters |
| RemovePackages | These packages will be removed from the current set |
| ChunksToKeep | The list of chunks that are allowed to remain. Any assets in other chunks are pruned. If empty, all assets are kept regardless of chunk |
| Options | Serialization options to read filter info from |