Navigation
API > API/Runtime > API/Runtime/AssetRegistry > API/Runtime/AssetRegistry/IAssetRegistry
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void SetManageReferences
(
UE::AssetRegistry::FSetManageReferencesContext& Context |
Specifies a list of manager mappings, optionally recursing to dependencies. | AssetRegistry/IAssetRegistry.h | |
void SetManageReferences
(
const TMultiMap< FAssetIdentifier, FAssetIdentifier >& ManagerMap, |
AssetRegistry/IAssetRegistry.h |
SetManageReferences(UE::AssetRegistry::FSetManageReferencesContext &)
Description
Specifies a list of manager mappings, optionally recursing to dependencies. These mappings can then be queried later to see which assets "manage" other assets. This function is only meant to be called by the AssetManager, calls from anywhere else will conflict and lose data.
| Name | SetManageReferences |
| Type | function |
| Header File | /Engine/Source/Runtime/AssetRegistry/Public/AssetRegistry/IAssetRegistry.h |
| Include Path | #include "AssetRegistry/IAssetRegistry.h" |
void SetManageReferences
(
UE::AssetRegistry::FSetManageReferencesContext & Context
)
See Also
- UE::AssetRegistry::FSetManageReferencesContext for arguments.
SetManageReferences(const TMultiMap< FAssetIdentifier, FAssetIdentifier > &, bool, UE::AssetRegistry::EDependencyCategory, TSet< FDependsNode * > &, ShouldSetManagerPredicate)
| Name | SetManageReferences |
| Type | function |
| Header File | /Engine/Source/Runtime/AssetRegistry/Public/AssetRegistry/IAssetRegistry.h |
| Include Path | #include "AssetRegistry/IAssetRegistry.h" |
void SetManageReferences
(
const TMultiMap< FAssetIdentifier, FAssetIdentifier > & ManagerMap,
bool bClearExisting,
UE::AssetRegistry::EDependencyCategory RecurseType,
TSet< FDependsNode * > & ExistingManagedNodes,
ShouldSetManagerPredicate ShouldSetManager
)