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API > API/Runtime > API/Runtime/AssetRegistry
Global singleton interface for accessing a catalog of all packages (and some other content file types) that are stored in any mounted directory. In editor this information is gathered from the package files on disk during a gather step at editor startup. In cooked runtimes this information was calculated during cook and is serialized out of a single file (after pruning information not necessary at runtime.)
Some API notes:
bIncludeOnlyOnDiskAssets Most query functions that return FAssetData take this argument. If true, only data collected from disk and stored in the AssetRegistry will be returned. If false, and the object is loaded in memory, the returned AssetData will be calculated from the object in memory because the InMemoryData is more likely to be up-to-date. The InMemory data will sometimes vary from the DiskGatheredData.
When InMemoryData is returned some categories of data that are always missing from the object in memory (e.g. GetAssetRegistryTags(EAssetRegistryTagsCaller::SavePackage)) are read from the DiskGatheredData and added to the InMemoryData.
Setting this value to true will always be faster than setting it to false, because the same registry lookups are performed in either case, but the InMemoryData lookup is skipped in the true case.
The default is usually false.
| Name | IAssetRegistry |
| Type | class |
| Header File | /Engine/Source/Runtime/AssetRegistry/Public/AssetRegistry/IAssetRegistry.h |
| Include Path | #include "AssetRegistry/IAssetRegistry.h" |
Syntax
class IAssetRegistry
Classes
| Name | Remarks |
|---|---|
| FFilesBlockedEvent | Event for when one or more files have been blocked from the registry |
| FPathRemovedEvent |
Structs
| Name | Remarks |
|---|---|
| FFileLoadProgressUpdateData | Payload data for a file progress update |
| FLoadPackageRegistryData | |
| FPauseBackgroundProcessingScope | Request to pause background processing of scan results while this object is in scope This can be used to allow a priority thread to perform along sequence of operations without having to contend with the background thread for data access |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FAssetDataFunc | TFunctionRef< bool(const FAssetData *AssetData)> | AssetRegistry/IAssetRegistry.h | |
| FEnumerateAssetDatasFunc | TFunctionRef< bool(FAssetDataFunc AssetCallback)> | AssetRegistry/IAssetRegistry.h | |
| ShouldSetManagerPredicate | TFunction< EAssetSetManagerResult::Type(const FAssetIdentifier &Manager, const FAssetIdentifier &Source, const FAssetIdentifier &Target, UE::AssetRegistry::EDependencyCategory Category, UE::AssetRegistry::EDependencyProperty Properties, EAssetSetManagerFlags::Type Flags)> | Predicate called to decide whether to recurse into a reference when setting manager references | AssetRegistry/IAssetRegistry.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| meta | Gets a list of paths to objects that are referenced by the supplied package. | AssetRegistry/IAssetRegistry.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool AddPath
(
const FString& PathToAdd |
Adds the specified path to the set of cached paths. | AssetRegistry/IAssetRegistry.h | |
void AppendState
(
const FAssetRegistryState& InState, |
Append the assets from the incoming state into our own | AssetRegistry/IAssetRegistry.h | |
void AssetCreated
(
UObject* NewAsset |
Informs the asset registry that an in-memory asset has been created | AssetRegistry/IAssetRegistry.h | |
void AssetDeleted
(
UObject* DeletedAsset |
Informs the asset registry that an in-memory asset has been deleted | AssetRegistry/IAssetRegistry.h | |
void AssetRenamed
(
const UObject* RenamedAsset, |
Informs the asset registry that an in-memory asset has been renamed | AssetRegistry/IAssetRegistry.h | |
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. | AssetRegistry/IAssetRegistry.h | |
void AssetTagsFinalized
(
const UObject& FinalizedAsset |
Informs the asset registry that an Asset has finalized its tags after loading. | AssetRegistry/IAssetRegistry.h | |
void AssetUpdateTags
(
UObject* Object, |
Called on demand from systems that need to fully update an AssetData's tags. | AssetRegistry/IAssetRegistry.h | |
void ClearGathererCache () |
Empty the global gatherer's cache and disable further caching of scans from disk. | AssetRegistry/IAssetRegistry.h | |
void CompileFilter
(
const FARFilter& InFilter, |
Modifies passed in filter optimize it for query and expand any recursive paths and classes | AssetRegistry/IAssetRegistry.h | |
bool ContainsDependency
(
FName PackageName, |
Return whether the supplied package references the query package. | AssetRegistry/IAssetRegistry.h | |
bool ContainsTag
(
FName TagName |
Return whether the given TagName occurs in the tags of any asset in the AssetRegistry | AssetRegistry/IAssetRegistry.h | |
DECLARE_TS_MULTICAST_DELEGATE
(
FKnownGathersCompleteEvent |
Event for when the asset registry is done with all currently known gathers. | AssetRegistry/IAssetRegistry.h | |
DECLARE_TS_MULTICAST_DELEGATE
(
FScanEndedEvent |
AssetRegistry/IAssetRegistry.h | ||
DECLARE_TS_MULTICAST_DELEGATE
(
FFilesLoadedEvent |
Event for when the asset registry is done loading files | AssetRegistry/IAssetRegistry.h | |
DECLARE_TS_MULTICAST_DELEGATE
(
FScanStartedEvent |
AssetRegistry/IAssetRegistry.h | ||
DECLARE_TS_MULTICAST_DELEGATE_OneParam
(
FPathAddedEvent, |
AssetRegistry/IAssetRegistry.h | ||
DECLARE_TS_MULTICAST_DELEGATE_OneParam
(
FFileLoadProgressUpdatedEvent, |
Event to update the progress of the background file load | AssetRegistry/IAssetRegistry.h | |
DECLARE_TS_MULTICAST_DELEGATE_OneParam
(
FVerseRemovedEvent, |
Event for when Verse files are removed from the registry | AssetRegistry/IAssetRegistry.h | |
DECLARE_TS_MULTICAST_DELEGATE_OneParam
(
FVerseAddedEvent, |
Event for when Verse files are added to the registry | AssetRegistry/IAssetRegistry.h | |
DECLARE_TS_MULTICAST_DELEGATE_OneParam
(
FInMemoryAssetDeletedEvent, |
Event for when assets are deleted | AssetRegistry/IAssetRegistry.h | |
DECLARE_TS_MULTICAST_DELEGATE_OneParam
(
FInMemoryAssetCreatedEvent, |
Event for when in-memory assets are created | AssetRegistry/IAssetRegistry.h | |
DECLARE_TS_MULTICAST_DELEGATE_OneParam
(
FAssetUpdatedEvent, |
Event for when assets are updated in the registry | AssetRegistry/IAssetRegistry.h | |
DECLARE_TS_MULTICAST_DELEGATE_OneParam
(
FAssetRemovedEvent, |
Event for when assets are removed from the registry | AssetRegistry/IAssetRegistry.h | |
DECLARE_TS_MULTICAST_DELEGATE_OneParam
(
FAssetAddedEvent, |
Event for when assets are added to the registry | AssetRegistry/IAssetRegistry.h | |
DECLARE_TS_MULTICAST_DELEGATE_OneParam
(
FAssetsEvent, |
AssetRegistry/IAssetRegistry.h | ||
DECLARE_TS_MULTICAST_DELEGATE_OneParam
(
FPathsEvent, |
Events for when paths (folders/directories) are added to and removed from the asset registry. | AssetRegistry/IAssetRegistry.h | |
DECLARE_TS_MULTICAST_DELEGATE_ThreeParams
(
FAssetCollisionEvent, |
EXPERIMENTAL: event for when duplicated assets are found and needs to be resolved, this is experimental as it's a counter measure for a situation that shouldn't happen. | AssetRegistry/IAssetRegistry.h | |
DECLARE_TS_MULTICAST_DELEGATE_TwoParams
(
FAssetRenamedEvent, |
Event for when assets are renamed in the registry | AssetRegistry/IAssetRegistry.h | |
DECLARE_TS_MULTICAST_DELEGATE_TwoParams
(
FEnumerateAssetsEvent, |
Event triggered when a query of the AssetRegistry's on-disk assets is made. | AssetRegistry/IAssetRegistry.h | |
bool DoesPackageExistOnDisk
(
FName PackageName, |
Checks if the specified package exists on disk. | AssetRegistry/IAssetRegistry.h | |
void DumpState
(
const TArray< FString >& Arguments, |
Writes out the state in textual form. Use arguments to control which segments to emit. | AssetRegistry/IAssetRegistry.h | |
bool EnumerateAllAssets
(
TFunctionRef< bool(const FAssetData&)> Callback, |
Enumerate asset data for all assets currently cached in the asset registry. | AssetRegistry/IAssetRegistry.h | |
void EnumerateAllCachedPaths
(
TFunctionRef< bool(FName)> Callback |
Enumerate all the paths that are currently cached | AssetRegistry/IAssetRegistry.h | |
void EnumerateAllCachedPaths
(
TFunctionRef< bool(FString)> Callback |
Enumerate all the paths that are currently cached | AssetRegistry/IAssetRegistry.h | |
void EnumerateAllPackages
(
TFunctionRef< void(FName PackageName, const FAssetPackageData&PackageData)> Callback, |
Enumerate all PackageDatas in the AssetRegistry. | AssetRegistry/IAssetRegistry.h | |
bool EnumerateAssets
(
const FARCompiledFilter& Filter, |
AssetRegistry/IAssetRegistry.h | ||
bool EnumerateAssets
(
const FARFilter& Filter, |
Enumerate asset data for all assets that match the filter. | AssetRegistry/IAssetRegistry.h | |
void EnumerateSubPaths
(
const FName InBasePath, |
Enumerate the all paths that are currently cached below the passed-in base path | AssetRegistry/IAssetRegistry.h | |
void EnumerateSubPaths
(
const FString& InBasePath, |
Enumerate the all paths that are currently cached below the passed-in base path | AssetRegistry/IAssetRegistry.h | |
bool GetAllAssets
(
TArray< FAssetData >& OutAssetData, |
Gets asset data for all assets in the registry. | AssetRegistry/IAssetRegistry.h |
|
void GetAllCachedPaths
(
TArray< FString >& OutPathList |
Gets a list of all paths that are currently cached | AssetRegistry/IAssetRegistry.h |
|
SIZE_T GetAllocatedSize
(
bool bLogDetailed |
Returns memory size of entire registry, optionally logging sizes | AssetRegistry/IAssetRegistry.h | |
EAssetAvailability::Type GetAssetAvailability
(
const FAssetData& AssetData |
Gets the current availability of an asset, primarily for streaming install purposes. | AssetRegistry/IAssetRegistry.h | |
float GetAssetAvailabilityProgress
(
const FAssetData& AssetData, |
Gets an ETA or percentage complete for an asset that is still in the process of being installed. | AssetRegistry/IAssetRegistry.h | |
bool GetAssetAvailabilityProgressTypeSupported
(
EAssetAvailabilityProgressReportingType::Type ReportType |
AssetRegistry/IAssetRegistry.h | ||
FAssetData GetAssetByObjectPath
(
const FSoftObjectPath& ObjectPath, |
Gets the asset data for the specified object path | AssetRegistry/IAssetRegistry.h | |
FAssetData GetAssetByObjectPath
(
const FName ObjectPath, |
AssetRegistry/IAssetRegistry.h |
|
|
TOptional< FAssetPackageData > GetAssetPackageDataCopy
(
FName PackageName |
Finds Package data for a package name. | AssetRegistry/IAssetRegistry.h | |
TArray< TOptional< FAssetPackageData > > GetAssetPackageDatasCopy
(
TArrayView< FName > PackageNames |
Find Package Data for the packages name. | AssetRegistry/IAssetRegistry.h | |
bool GetAssets
(
const FARFilter& Filter, |
Gets asset data for all assets that match the filter. | AssetRegistry/IAssetRegistry.h |
|
bool GetAssets
(
const FARCompiledFilter& Filter, |
AssetRegistry/IAssetRegistry.h |
|
|
bool GetAssetsByClass
(
FTopLevelAssetPath ClassPathName, |
Gets asset data for all assets with the supplied class | AssetRegistry/IAssetRegistry.h |
|
bool GetAssetsByPackageName
(
FName PackageName, |
Gets asset data for the assets in the package with the specified package name | AssetRegistry/IAssetRegistry.h |
|
bool GetAssetsByPath
(
FName PackagePath, |
Gets asset data for all assets in the supplied folder path | AssetRegistry/IAssetRegistry.h |
|
bool GetAssetsByPaths
(
TArray< FName > PackagePaths, |
Gets asset data for all assets in any of the supplied folder paths | AssetRegistry/IAssetRegistry.h |
|
bool GetAssetsByTags
(
const TArray< FName >& AssetTags, |
Gets asset data for all assets with the supplied tags, regardless of their value | AssetRegistry/IAssetRegistry.h | |
bool GetAssetsByTagValues
(
const TMultiMap< FName, FString >& AssetTagsAndValues, |
Gets asset data for all assets with the supplied tags and values | AssetRegistry/IAssetRegistry.h | |
TSet< FName > GetCachedEmptyPackagesCopy() |
Returns the set of empty package names fast iteration | AssetRegistry/IAssetRegistry.h | |
bool GetDependencies
(
const FAssetIdentifier& AssetIdentifier, |
AssetRegistry/IAssetRegistry.h | ||
bool GetDependencies
(
FName PackageName, |
Gets a list of PackageNames that are referenced by the supplied package. | AssetRegistry/IAssetRegistry.h | |
bool GetDependencies
(
const FAssetIdentifier& AssetIdentifier, |
Gets a list of AssetIdentifiers or FAssetDependencies that are referenced by the supplied AssetIdentifier. | AssetRegistry/IAssetRegistry.h | |
FName GetFirstPackageByName
(
FStringView PackageName |
Returns the first LongPackageName found for the given PackageName. | AssetRegistry/IAssetRegistry.h | |
bool GetInMemoryAssets
(
const FARFilter& Filter, |
Gets asset data for in-memory assets only, that match the filter. | AssetRegistry/IAssetRegistry.h |
|
bool GetInMemoryAssets
(
const FARCompiledFilter& Filter, |
AssetRegistry/IAssetRegistry.h |
|
|
void GetPackagesByName
(
FStringView PackageName, |
Gets the LongPackageName for all packages with the given PackageName. | AssetRegistry/IAssetRegistry.h | |
FSoftObjectPath GetRedirectedObjectPath
(
const FSoftObjectPath& ObjectPath |
Uses the asset registry to look for ObjectRedirectors. | AssetRegistry/IAssetRegistry.h | |
bool GetReferencers
(
const FAssetIdentifier& AssetIdentifier, |
Gets a list of AssetIdentifiers or FAssetDependencies that reference the supplied AssetIdentifier. | AssetRegistry/IAssetRegistry.h | |
bool GetReferencers
(
FName PackageName, |
Gets a list of PackageNames that reference the supplied package. (On disk references ONLY) | AssetRegistry/IAssetRegistry.h | |
bool GetReferencers
(
const FAssetIdentifier& AssetIdentifier, |
AssetRegistry/IAssetRegistry.h | ||
void GetSubPaths
(
const FString& InBasePath, |
Gets a list of all paths that are currently cached below the passed-in base path | AssetRegistry/IAssetRegistry.h |
|
void GetSubPaths
(
const FName& InBasePath, |
Gets a list of all paths by name that are currently cached below the passed-in base path | AssetRegistry/IAssetRegistry.h | |
bool GetTemporaryCachingMode() |
Returns true if temporary caching mode enabled | AssetRegistry/IAssetRegistry.h | |
bool GetVerseFilesByPath
(
FName PackagePath, |
Gets paths for all Verse files in the supplied folder | AssetRegistry/IAssetRegistry.h | |
bool HasAssets
(
const FName PackagePath, |
Does the given path contain assets, optionally also testing sub-paths? | AssetRegistry/IAssetRegistry.h |
|
bool HasSerializedDiscoveryCache () |
Returns true if the asset registry has written out the discovery cache after discovery has completed. | AssetRegistry/IAssetRegistry.h | |
bool HasVerseFiles
(
FName PackagePath, |
Returns whether the supplied folder contains any verse file | AssetRegistry/IAssetRegistry.h | |
virtual void InitializeSerializationOptions
(
FAssetRegistrySerializationOptions& Options, |
Fills in FAssetRegistrySerializationOptions from ini, optionally using a target platform ini name | AssetRegistry/IAssetRegistry.h | |
void InitializeSerializationOptions
(
FAssetRegistrySerializationOptions& Options, |
Fills in FAssetRegistrySerializationOptions from ini, optionally using a target platform | AssetRegistry/IAssetRegistry.h | |
void InitializeTemporaryAssetRegistryState
(
FAssetRegistryState& OutState, |
Fills in a AssetRegistryState with a copy of the data in the internal cache, overriding some | AssetRegistry/IAssetRegistry.h | |
bool IsAssetExcludedByFilter
(
const FAssetData& AssetData, |
Tests to see whether the given asset would be excluded (fails) the given filter | AssetRegistry/IAssetRegistry.h | |
bool IsAssetIncludedByFilter
(
const FAssetData& AssetData, |
Tests to see whether the given asset would be included (passes) the given filter | AssetRegistry/IAssetRegistry.h | |
bool IsGathering () |
Returns true if the asset registry is currently loading files and does not yet know about all assets. | AssetRegistry/IAssetRegistry.h | |
bool IsLoadingAssets () |
Returns true if the asset registry is currently loading files and does not yet know about all assets. | AssetRegistry/IAssetRegistry.h |
|
bool IsPathBeautificationNeeded
(
const FString& InAssetPath |
Indicates if path should be beautified before presented to the user. | AssetRegistry/IAssetRegistry.h | |
bool IsSearchAllAssets () |
Whether SearchAllAssets has been called, or was auto-called at startup. | AssetRegistry/IAssetRegistry.h |
|
bool IsSearchAsync() |
Whether searching is done async (and was started at startup), or synchronously and on-demand, requiring ScanPathsSynchronous or SearchAllAssets. | AssetRegistry/IAssetRegistry.h |
|
virtual FAssetData K2_GetAssetByObjectPath
(
const FSoftObjectPath& ObjectPath, |
Gets the asset data for the specified object path | AssetRegistry/IAssetRegistry.h |
|
void LoadPackageRegistryData
(
const FString& PackageFilename, |
Load FAssetData from the specified package filename | AssetRegistry/IAssetRegistry.h | |
void LoadPackageRegistryData
(
FArchive& Ar, |
Load FPackageRegistry data from the supplied package | AssetRegistry/IAssetRegistry.h | |
FAssetAddedEvent & OnAssetAdded() |
AssetRegistry/IAssetRegistry.h | ||
FAssetCollisionEvent & OnAssetCollision_Private() |
AssetRegistry/IAssetRegistry.h | ||
FAssetRemovedEvent & OnAssetRemoved() |
AssetRegistry/IAssetRegistry.h | ||
FAssetRenamedEvent & OnAssetRenamed() |
AssetRegistry/IAssetRegistry.h | ||
FAssetsEvent & OnAssetsAdded() |
Event for when assets are added to the registry to handle batches more efficiently | AssetRegistry/IAssetRegistry.h | |
FAssetsEvent & OnAssetsRemoved() |
Event for when assets are removed from the registry | AssetRegistry/IAssetRegistry.h | |
FAssetsEvent & OnAssetsUpdated() |
Event for when assets are updated in the registry | AssetRegistry/IAssetRegistry.h | |
FAssetsEvent & OnAssetsUpdatedOnDisk() |
Event for when assets are updated on disk and have been refreshed in the assetregistry | AssetRegistry/IAssetRegistry.h | |
FAssetUpdatedEvent & OnAssetUpdated() |
AssetRegistry/IAssetRegistry.h | ||
FAssetUpdatedEvent & OnAssetUpdatedOnDisk() |
Event for when assets are updated on disk and have been refreshed in the assetregistry | AssetRegistry/IAssetRegistry.h | |
FFileLoadProgressUpdatedEvent & OnFileLoadProgressUpdated() |
AssetRegistry/IAssetRegistry.h | ||
FFilesBlockedEvent & OnFilesBlocked() |
AssetRegistry/IAssetRegistry.h | ||
FFilesLoadedEvent & OnFilesLoaded() |
AssetRegistry/IAssetRegistry.h | ||
FInMemoryAssetCreatedEvent & OnInMemoryAssetCreated() |
AssetRegistry/IAssetRegistry.h | ||
FInMemoryAssetDeletedEvent & OnInMemoryAssetDeleted() |
AssetRegistry/IAssetRegistry.h | ||
FKnownGathersCompleteEvent & OnKnownGathersComplete() |
AssetRegistry/IAssetRegistry.h | ||
FPathAddedEvent & OnPathAdded() |
AssetRegistry/IAssetRegistry.h | ||
FPathRemovedEvent & OnPathRemoved() |
AssetRegistry/IAssetRegistry.h | ||
FPathsEvent & OnPathsAdded() |
AssetRegistry/IAssetRegistry.h | ||
FPathsEvent & OnPathsRemoved() |
AssetRegistry/IAssetRegistry.h | ||
FScanEndedEvent & OnScanEnded() |
AssetRegistry/IAssetRegistry.h | ||
FScanStartedEvent & OnScanStarted() |
AssetRegistry/IAssetRegistry.h | ||
FVerseAddedEvent & OnVerseAdded() |
AssetRegistry/IAssetRegistry.h | ||
FVerseRemovedEvent & OnVerseRemoved() |
AssetRegistry/IAssetRegistry.h | ||
void PackageDeleted
(
UPackage* DeletedPackage |
Informs the asset registry that an in-memory package has been deleted, and all associated assets should be removed | AssetRegistry/IAssetRegistry.h | |
bool PathExists
(
const FName PathToTest |
AssetRegistry/IAssetRegistry.h | ||
bool PathExists
(
const FString& PathToTest |
Queries whether the given path exists in the set of cached paths | AssetRegistry/IAssetRegistry.h | |
void PrioritizeAssetInstall
(
const FAssetData& AssetData |
Hint the streaming installers to prioritize a specific asset for install. | AssetRegistry/IAssetRegistry.h | |
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. | AssetRegistry/IAssetRegistry.h |
|
void ReadLockEnumerateAllTagToAssetDatas
(
TFunctionRef< bool(FName TagName, FEnumerateAssetDatasFuncEnumerateAssets)> Callback |
Enumerate all pairs in State->TagToAssetDataMapAssetRegistry and call a callback on each pair. | AssetRegistry/IAssetRegistry.h | |
bool RemovePath
(
const FString& PathToRemove |
Attempts to remove the specified path to the set of cached paths. | AssetRegistry/IAssetRegistry.h | |
void RunAssetsThroughFilter
(
UPARAM(ref) TArray< FAssetData >& AssetDataList, |
Trims items out of the asset data list that do not pass the supplied filter | AssetRegistry/IAssetRegistry.h |
|
void ScanFilesSynchronous
(
const TArray< FString >& InFilePaths, |
Scan the specified individual files right now and populate the asset registry. | AssetRegistry/IAssetRegistry.h |
|
void ScanModifiedAssetFiles
(
const TArray< FString >& InFilePaths, |
AssetRegistry/IAssetRegistry.h |
|
|
void ScanModifiedAssetFiles
(
const TArray< FString >& InFilePaths |
Forces a rescan of specific filenames, call this when you need to refresh from disk | AssetRegistry/IAssetRegistry.h |
|
void ScanPathsSynchronous
(
const TArray< FString >& InPaths, |
Scan the supplied paths recursively right now and populate the asset registry. | AssetRegistry/IAssetRegistry.h |
|
void ScanSynchronous
(
const TArray< FString >& InPaths, |
Scan the supplied paths and files recursively right now and populate the asset registry. | AssetRegistry/IAssetRegistry.h | |
void SearchAllAssets
(
bool bSynchronousSearch |
Look for all assets on disk (can be async or synchronous) | AssetRegistry/IAssetRegistry.h |
|
void Serialize
(
FStructuredArchive::FRecord Record |
AssetRegistry/IAssetRegistry.h | ||
void Serialize
(
FArchive& Ar |
Serialize the registry to/from a file, skipping editor only data | AssetRegistry/IAssetRegistry.h | |
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. | AssetRegistry/IAssetRegistry.h | |
| Mark that the temporary cached needs to be updated before being used again, because e.g. a new class was loaded. | AssetRegistry/IAssetRegistry.h | ||
bool ShouldUpdateDiskCacheAfterLoad() |
If true, the AssetRegistry updates its on-disk information for an Asset whenever that Asset loads. | AssetRegistry/IAssetRegistry.h | |
void Tick
(
float DeltaTime |
Tick the asset registry | AssetRegistry/IAssetRegistry.h | |
UE::AssetRegistry::EExists TryGetAssetByObjectPath
(
const FSoftObjectPath& ObjectPath, |
Tries to get the asset data for the specified object path | AssetRegistry/IAssetRegistry.h | |
UE::AssetRegistry::EExists TryGetAssetPackageData
(
FName PackageName, |
Tries to get the pacakge data for a specified path | AssetRegistry/IAssetRegistry.h | |
UE::AssetRegistry::EExists TryGetAssetPackageData
(
FName PackageName, |
Tries to get the package data for the specified package name. | AssetRegistry/IAssetRegistry.h | |
void UseFilterToExcludeAssets
(
TArray< FAssetData >& AssetDataList, |
Trims items out of the asset data list that pass the supplied filter | AssetRegistry/IAssetRegistry.h | |
void UseFilterToExcludeAssets
(
UPARAM(ref) TArray< FAssetData >& AssetDataList, |
Trims items out of the asset data list that pass the supplied filter | AssetRegistry/IAssetRegistry.h |
|
bool VerseCreated
(
const FString& FilePathOnDisk |
Informs the asset registry that a Verse file has been created on disk | AssetRegistry/IAssetRegistry.h | |
bool VerseDeleted
(
const FString& FilePathOnDisk |
Informs the asset registry that a Verse file has been deleted from disk | AssetRegistry/IAssetRegistry.h | |
void WaitForCompletion () |
Wait for scan to be complete. | AssetRegistry/IAssetRegistry.h |
|
void WaitForPackage
(
const FString& PackageName |
Wait for the scan of a specific package to be complete | AssetRegistry/IAssetRegistry.h |
|
void WaitForPremadeAssetRegistry () |
Wait for premade asset registry load to be completed, for use when querying the asset registry prior to flushing in ScanPathSynchronous. | AssetRegistry/IAssetRegistry.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void RequestPauseBackgroundProcessing() |
Implementation methods for FPauseBackgroundProcessingScope. | AssetRegistry/IAssetRegistry.h | |
virtual void RequestResumeBackgroundProcessing() |
AssetRegistry/IAssetRegistry.h | ||
void SetManageReferences
(
const TMultiMap< FAssetIdentifier, FAssetIdentifier >& ManagerMap, |
AssetRegistry/IAssetRegistry.h | ||
void SetManageReferences
(
UE::AssetRegistry::FSetManageReferencesContext& Context |
Specifies a list of manager mappings, optionally recursing to dependencies. | AssetRegistry/IAssetRegistry.h | |
bool SetPrimaryAssetIdForObjectPath
(
const FSoftObjectPath& ObjectPath, |
Sets the PrimaryAssetId for a specific asset. | AssetRegistry/IAssetRegistry.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static IAssetRegistry * Get() |
AssetRegistry/IAssetRegistry.h | ||
static IAssetRegistry & GetChecked() |
AssetRegistry/IAssetRegistry.h |