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API > API/Runtime > API/Runtime/AssetRegistry > API/Runtime/AssetRegistry/IAssetRegistry
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool EnumerateAssets
(
const FARFilter& Filter, |
Enumerate asset data for all assets that match the filter. | AssetRegistry/IAssetRegistry.h | |
bool EnumerateAssets
(
const FARCompiledFilter& Filter, |
AssetRegistry/IAssetRegistry.h |
EnumerateAssets(const FARFilter &, TFunctionRef< bool(const FAssetData &)>, UE::AssetRegistry::EEnumerateAssetsFlags)
Description
Enumerate asset data for all assets that match the filter. Assets returned must satisfy every filter component if there is at least one element in the component's array. Assets will satisfy a component if they match any of the elements in it.
| Name | EnumerateAssets |
| Type | function |
| Header File | /Engine/Source/Runtime/AssetRegistry/Public/AssetRegistry/IAssetRegistry.h |
| Include Path | #include "AssetRegistry/IAssetRegistry.h" |
bool EnumerateAssets
(
const FARFilter & Filter,
TFunctionRef < bool> Callback,
UE::AssetRegistry::EEnumerateAssetsFlags InEnumerateFlags
) const
False if filter is invalid, otherwise true.
Parameters
| Name | Remarks |
|---|---|
| Filter | filter to apply to the assets in the AssetRegistry |
| Callback | function to call for each asset data enumerated |
| InEnumerateFlags | flags to control enumeration and filtering. |
See Also
- EEnumerateAssetsFlags. EEnumerateAssetsFlags::Parallel note: in-memory assets enumeration ignores the parallel flag and is always single-threaded.
EnumerateAssets(const FARCompiledFilter &, TFunctionRef< bool(const FAssetData &)>, UE::AssetRegistry::EEnumerateAssetsFlags)
| Name | EnumerateAssets |
| Type | function |
| Header File | /Engine/Source/Runtime/AssetRegistry/Public/AssetRegistry/IAssetRegistry.h |
| Include Path | #include "AssetRegistry/IAssetRegistry.h" |
bool EnumerateAssets
(
const FARCompiledFilter & Filter,
TFunctionRef < bool> Callback,
UE::AssetRegistry::EEnumerateAssetsFlags InEnumerateFlags
) const