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API > API/Runtime > API/Runtime/AssetRegistry > API/Runtime/AssetRegistry/FAssetRegistryState
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void UpdateAssetData
(
const FAssetData& NewAssetData, |
Finds an existing asset data based on object path and updates it with the new value and updates lookup maps | AssetRegistry/AssetRegistryState.h | |
void UpdateAssetData
(
FAssetData&& NewAssetData, |
AssetRegistry/AssetRegistryState.h | ||
void UpdateAssetData
(
FAssetData* AssetData, |
Updates an existing asset data with the new value and updates lookup maps | AssetRegistry/AssetRegistryState.h | |
void UpdateAssetData
(
FAssetData* AssetData, |
AssetRegistry/AssetRegistryState.h |
UpdateAssetData(const FAssetData &, bool)
Description
Finds an existing asset data based on object path and updates it with the new value and updates lookup maps
| Name | UpdateAssetData |
| 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 UpdateAssetData
(
const FAssetData & NewAssetData,
bool bCreateIfNotExists
)
UpdateAssetData(FAssetData &&, bool)
| Name | UpdateAssetData |
| 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 UpdateAssetData
(
FAssetData && NewAssetData,
bool bCreateIfNotExists
)
UpdateAssetData(FAssetData , const FAssetData &, bool )
Description
Updates an existing asset data with the new value and updates lookup maps
| Name | UpdateAssetData |
| 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 UpdateAssetData
(
FAssetData * AssetData,
const FAssetData & NewAssetData,
bool * bOutModified
)
UpdateAssetData(FAssetData , FAssetData &&, bool )
| Name | UpdateAssetData |
| 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 UpdateAssetData
(
FAssetData * AssetData,
FAssetData && NewAssetData,
bool * bOutModified
)