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Unreal Engine C++ API Reference > Runtime > CoreUObject > AssetRegistry
References
Module | CoreUObject |
Header | /Engine/Source/Runtime/CoreUObject/Public/AssetRegistry/AssetData.h |
Include | #include "AssetRegistry/AssetData.h" |
Syntax
struct FAssetData
Remarks
A struct to hold important information about an assets found by the Asset Registry This struct is transient and should never be serialized
Variables
Type | Name | Description | |
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FName | AssetClass | The name of the asset's class |
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FTopLevelAssetPath | AssetClassPath | The path of the asset's class, e.g. /Script/Engine.StaticMesh |
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FName | AssetName | The name of the asset without the package |
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TArray< int32, TInlineAllocator< 2 > > | ChunkIDs | The IDs of the pakchunks this asset is located in for streaming install. |
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FName | ObjectPath | The object path for the asset in the form PackageName.ObjectName, or PackageName.ObjectName:SubObjectName. |
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uint32 | PackageFlags | Asset package flags |
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FName | PackageName | The name of the package in which the asset is found, this is the full long package name such as /Game/Path/Package |
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FName | PackagePath | The path to the package in which the asset is found, this is /Game/Path with the Package stripped off |
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TSharedPtr< FAssetBundleData, ESPMode::ThreadSafe > | TaggedAssetBundles | The 'AssetBundles' tag key is separated from TagsAndValues and typed for performance reasons. |
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FAssetDataTagMapSharedView | TagsAndValues | The map of values for properties that were marked AssetRegistrySearchable or added by GetAssetRegistryTags |
Constructors
Type | Name | Description | |
---|---|---|---|
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PRAGMA_DISABLE_DEPRECATION_WARNINGS | FAssetData () |
Default constructors. |
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FAssetData
(
FName InPackageName, |
Constructor building the ObjectPath in the form of InPackageName.InAssetName. | |
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FAssetData
(
FAssetData&& |
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FAssetData
(
const FAssetData& |
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FAssetData
(
const UObject* InAsset, |
Constructor taking a UObject. | |
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FAssetData
(
const UObject* InAsset, |
Constructor taking a UObject. | |
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FAssetData
(
const UObject* InAsset, |
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FAssetData
(
const FString& InLongPackageName, |
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FAssetData
(
const FString& InLongPackageName, |
Constructor with a long package name and a full object path which might not be part of the package this asset is in. | |
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PRAGMA_ENABLE_DEPRECATION_WARNINGS | FAssetData
(
FName InPackageName, |
Functions
Type | Name | Description | |
---|---|---|---|
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void | AddChunkID
(
int32 ChunkID |
|
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void | AppendObjectPath
(
FString& String |
Append the object path to the given string. |
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void | AppendObjectPath
(
FStringBuilderBase& Builder |
Append the object path to the given string builder. |
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void | ||
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void | EnumerateTags
(
Func Fn |
Call the given function for each tag on the asset. |
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UObject * | FastGetAsset
(
bool bLoad, |
Returns the asset UObject if it is loaded or loads the asset if it is unloaded then returns the result |
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bool | Try to find the given tag | |
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UObject * | Returns the asset UObject if it is loaded or loads the asset if it is unloaded then returns the result | |
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SIZE_T | Returns overhead of the chunk array registry that's used to manage chunk ID arrays. | |
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FChunkArrayView | GetChunkIDs () |
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UClass * | GetClass
(
EResolveClass ResolveClass |
Returns the class UClass if it is loaded. |
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const TCHAR * | The prefix used for collection entries inside TagsAndValues | |
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void | GetExportTextName
(
FStringBuilderBase& OutExportTextNameBuilder |
Populates OutExportTextNameBuilder with the name for the asset in the form: Class'FullPath' |
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void | GetExportTextName
(
FString& OutExportTextName |
Populates OutExportTextName with the name for the asset in the form: Class'FullPath' |
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FString | Returns the name for the asset in the form: Class'FullPath' | |
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T * | GetFirstAsset
(
const TArray< FAssetData >& Assets |
Convenience template for finding first asset of a class |
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FAssetData | GetFirstAssetDataOfClass
(
const TArray< FAssetData >& Assets, |
Get the first FAssetData of a particular class from an Array of FAssetData |
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void | GetFullName
(
FString& OutFullName |
Populates OutFullName with the full name for the asset in the form: Class FullPath |
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void | GetFullName
(
FStringBuilderBase& OutFullNameBuilder |
Populates OutFullNameBuilder with the full name for the asset in the form: Class ObjectPath |
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FString | GetFullName () |
Returns the full name for the asset in the form: Class FullPath |
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FString | Return the object path as a string. | |
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FName | ||
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UPackage * | GetPackage () |
Tries to find the package in memory if it is loaded, otherwise loads it. |
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FPrimaryAssetId | Gets primary asset id of this data | |
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FSoftObjectPath | Convert to a SoftObjectPath. | |
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bool | GetTagValue
(
FName Tag, |
|
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bool | GetTagValue
(
FName Tag, |
|
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bool | GetTagValue
(
FName Tag, |
|
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bool | GetTagValue
(
FName Tag, |
Try and get the value associated with the given tag as a type converted value |
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FAssetRegistryExportPath | GetTagValueRef
(
FName Tag |
|
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FName | GetTagValueRef
(
FName Tag |
|
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FText | GetTagValueRef
(
FName Tag |
|
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FString | GetTagValueRef
(
FName Tag |
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ValueType | GetTagValueRef
(
const FName Tag |
Try and get the value associated with the given tag as a type converted value, or an empty value if it doesn't exist |
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UE::Core::FVersePath | GetVersePath () |
Gets the versepath of the asset. |
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bool | HasAllPackageFlags
(
uint32 FlagsToCheck |
Used to check whether all of the passed flags are set in the cached asset package flags. |
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bool | HasAnyPackageFlags
(
uint32 FlagsToCheck |
Used to check whether the any of the passed flags are set in the cached asset package flags. |
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bool | HasSameChunkIDs
(
const FAssetData& OtherAssetData |
|
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bool | Returns true if the asset is loaded | |
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bool | IsInstanceOf
(
const UClass* BaseClass, |
Returns whether the Asset's class is equal to or a child class of the given class. |
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bool | IsInstanceOf
(
EResolveClass ResolveClass |
|
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bool | IsRedirector
(
UObject* Object |
|
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bool | IsRedirector () |
Returns true if the this asset is a redirector. |
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bool | IsRedirectorClassName
(
FTopLevelAssetPath ClassPathName |
|
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bool | Returns true iff the Asset is a TopLevelAsset (not a subobject, its outer is a UPackage). | |
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bool | IsTopLevelAsset
(
UObject* Object |
Returns true iff the given Object, assumed to be an Asset, is a TopLevelAsset (not a subobject, its outer is a UPackage). |
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bool | Returns true if the given UObject is the main asset in a package, true for maps and assets but false for secondary objects like class redirectors Every UAsset is also a TopLevelAsset. | |
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bool | IsUAsset () |
Returns true if this is the main asset in a package, true for maps and assets but false for secondary objects like class redirectors Every UAsset is also a TopLevelAsset. |
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bool | IsValid () |
Checks to see if this AssetData refers to an asset or is NULL |
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void | NetworkWrite
(
FCbWriter& Writer, |
Note: these functions should only be used for live communication between processes running the same version of the engine. |
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void | Prints the details of the asset to the log | |
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void | SerializeForCache
(
Archive&& Ar |
Serialize as part of the registry cache. |
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void | SerializeForCacheOldVersion
(
Archive&& Ar, |
Serialize as part of the registry cache using legacy paths (versioned) |
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void | SetChunkIDs
(
const FChunkArrayView& InChunkIDs |
|
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void | SetChunkIDs
(
FChunkArray&& InChunkIDs |
|
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void | SetOptionalOuterPathName
(
FName InName |
|
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void | SetTagsAndAssetBundles
(
FAssetDataTagMap&& Tags |
|
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void | Shrink () |
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FSoftObjectPath | TODO: Deprecate in favor of GetSoftObjectPath. | |
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FTopLevelAssetPath | TryConvertShortClassNameToPathName
(
FName InClassName, |
Helper function that tries to convert short class name to path name |
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bool | TryNetworkRead
(
FCbFieldView Field, |
Operators
Type | Name | Description | |
---|---|---|---|
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bool | operator!=
(
const FAssetData& Other |
|
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bool | operator<
(
const FAssetData& Other |
Perform a lexical less-than operation on the PackageName and AssetName that uniquely identify two FAssetData. |
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FAssetData & | operator=
(
FAssetData&& |
|
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FAssetData & | operator=
(
const FAssetData& |
|
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bool | operator==
(
const FAssetData& Other |
FAssetDatas are uniquely identified by PackageName and AssetName. |
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bool | operator>
(
const FAssetData& Other |
Perform a lexical greater-than operation on the PackageName and AssetName that uniquely identify two FAssetData. |
Enums
Type | Name | Description | |
---|---|---|---|
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ECreationFlags |
Typedefs
Name | Description |
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FChunkArray | These are usually very small arrays and we can preallocate two elements for the same cost as one on 64-bit systems. |
FChunkArrayView |