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API > API/Runtime > API/Runtime/AssetRegistry > API/Runtime/AssetRegistry/IAssetRegistry
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
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 ScanModifiedAssetFiles
(
const TArray< FString >& InFilePaths, |
AssetRegistry/IAssetRegistry.h |
|
ScanModifiedAssetFiles(const TArray< FString > &)
Description
Forces a rescan of specific filenames, call this when you need to refresh from disk
| Name | ScanModifiedAssetFiles |
| Type | function |
| Header File | /Engine/Source/Runtime/AssetRegistry/Public/AssetRegistry/IAssetRegistry.h |
| Include Path | #include "AssetRegistry/IAssetRegistry.h" |
UFUNCTION (BlueprintCallable, Category="AssetRegistry")
void ScanModifiedAssetFiles
(
const TArray< FString > & InFilePaths
)
ScanModifiedAssetFiles(const TArray< FString > &, UE::AssetRegistry::EScanFlags)
| Name | ScanModifiedAssetFiles |
| Type | function |
| Header File | /Engine/Source/Runtime/AssetRegistry/Public/AssetRegistry/IAssetRegistry.h |
| Include Path | #include "AssetRegistry/IAssetRegistry.h" |
UFUNCTION (BlueprintCallable, Category="AssetRegistry")
void ScanModifiedAssetFiles
(
const TArray< FString > & InFilePaths,
UE::AssetRegistry::EScanFlags ScanFlags
)