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API > API/Runtime > API/Runtime/AssetRegistry
| Name | UAssetRegistryHelpers |
| Type | class |
| Header File | /Engine/Source/Runtime/AssetRegistry/Public/AssetRegistry/AssetRegistryHelpers.h |
| Include Path | #include "AssetRegistry/AssetRegistryHelpers.h" |
Syntax
UCLASS (Transient)
class UAssetRegistryHelpers : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UAssetRegistryHelpers
Classes
| Name | Remarks |
|---|---|
| FSortingPredicate |
Structs
| Name | Remarks |
|---|---|
| FTemporaryCachingModeScope | Enable/disable asset registry caching mode for the duration of the scope |
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool AssetHasEditorOnlyData
(
const FAssetData& InAssetData |
Returns true if the asset has its editor-only data | AssetRegistry/AssetRegistryHelpers.h |
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static FAssetData CreateAssetData
(
const UObject* InAsset, |
Creates asset data from a UObject. | AssetRegistry/AssetRegistryHelpers.h |
|
static UClass * FindAssetNativeClass
(
const FAssetData& AssetData |
Returns the first native class of the asset type that can be found. | AssetRegistry/AssetRegistryHelpers.h |
|
static void FindReferencersOfAssetOfClass
(
const FAssetIdentifier& InAssetIdentifier, |
Finds references of the provided asset that are of the a class contained in the InMatchClasses set. | AssetRegistry/AssetRegistryHelpers.h | |
static void FindReferencersOfAssetOfClass
(
UObject* AssetInstance, |
Finds references of the provided asset that are of the a class contained in the InMatchClasses set. | AssetRegistry/AssetRegistryHelpers.h | |
static void FixupRedirectedAssetPath
(
FName& InOutAssetPath |
Resolves the provided asset path using asset redirectors. | AssetRegistry/AssetRegistryHelpers.h | |
static void FixupRedirectedAssetPath
(
FSoftObjectPath& InOutSoftObjectPath |
Resolves the provided soft object asset path using asset redirectors. | AssetRegistry/AssetRegistryHelpers.h | |
static UObject * GetAsset
(
const FAssetData& InAssetData |
Returns the asset UObject if it is loaded or loads the asset if it is unloaded then returns the result | AssetRegistry/AssetRegistryHelpers.h |
|
static TScriptInterface< IAssetRegistry > GetAssetRegistry() |
AssetRegistry/AssetRegistryHelpers.h |
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static TArray< FAssetData > GetAssetsWithOuterForPaths
(
const TArray< FName >& InPackagePaths, |
Returns all the corresponding assets from the provided paths that are outered to the provided outer name. | AssetRegistry/AssetRegistryHelpers.h | |
static void GetBlueprintAssets
(
const FARFilter& InFilter, |
Gets asset data for all blueprint assets that match the filter. | AssetRegistry/AssetRegistryHelpers.h |
|
static UClass * GetClass
(
const FAssetData& InAssetData |
AssetRegistry/AssetRegistryHelpers.h |
|
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static FString GetExportTextName
(
const FAssetData& InAssetData |
Returns the name for the asset in the form: Class'ObjectPath' | AssetRegistry/AssetRegistryHelpers.h |
|
static FString GetFullName
(
const FAssetData& InAssetData |
Returns the full name for the asset in the form: Class ObjectPath | AssetRegistry/AssetRegistryHelpers.h |
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static bool GetTagValue
(
const FAssetData& InAssetData, |
Gets the value associated with the given tag as a string | AssetRegistry/AssetRegistryHelpers.h |
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static bool IsAssetCooked
(
const FAssetData& InAssetData |
Returns true if the asset is cooked | AssetRegistry/AssetRegistryHelpers.h |
|
static bool IsAssetDataBlueprintOfClassSet
(
const FAssetData& AssetData, |
Checks to see if the given asset data is a blueprint with a base class in the ClassNameSet. | AssetRegistry/AssetRegistryHelpers.h | |
static bool IsAssetLoaded
(
const FAssetData& InAssetData |
Returns true if the asset is loaded | AssetRegistry/AssetRegistryHelpers.h |
|
static bool IsRedirector
(
const FAssetData& InAssetData |
Returns true if the this asset is a redirector. | AssetRegistry/AssetRegistryHelpers.h |
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static bool IsUAsset
(
const FAssetData& InAssetData |
Returns true if this is the primary asset in a package, true for maps and assets but false for secondary objects like class redirectors | AssetRegistry/AssetRegistryHelpers.h |
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static bool IsValid
(
const FAssetData& InAssetData |
Checks to see if this AssetData refers to an asset or is NULL | AssetRegistry/AssetRegistryHelpers.h |
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static FARFilter SetFilterTagsAndValues
(
const FARFilter& InFilter, |
Populates the FARFilters tags and values map with the passed in tags and values | AssetRegistry/AssetRegistryHelpers.h |
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static void SortByAssetName
(
UPARAM(Ref) TArray< FAssetData >& Assets, |
Sorts the assets by their asset name. | AssetRegistry/AssetRegistryHelpers.h |
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static void SortByPredicate
(
UPARAM(Ref) TArray< FAssetData >& Assets, |
Sorts the assets based on a custom Blueprint delegate. | AssetRegistry/AssetRegistryHelpers.h |
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static FSoftObjectPath ToSoftObjectPath
(
const FAssetData& InAssetData |
Convert to a SoftObjectPath for loading | AssetRegistry/AssetRegistryHelpers.h |
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