Navigation
API > API/Runtime > API/Runtime/CoreUObject
A struct with a list of asset bundle entries. If one of these is inside a UObject it will get automatically exported as the asset registry tag AssetBundleData
| Name | FAssetBundleData |
| Type | struct |
| Header File | /Engine/Source/Runtime/CoreUObject/Public/AssetRegistry/AssetBundleData.h |
| Include Path | #include "AssetRegistry/AssetBundleData.h" |
Syntax
USTRUCT ()
struct FAssetBundleData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| AssetRegistry/AssetBundleData.h | |||
FAssetBundleData
(
const FAssetBundleData& |
AssetRegistry/AssetBundleData.h | ||
| Declare constructors inline so this can be a header only class | AssetRegistry/AssetBundleData.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FAssetBundleData() |
AssetRegistry/AssetBundleData.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Bundles | TArray< FAssetBundleEntry > | List of bundles defined | AssetRegistry/AssetBundleData.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddBundleAsset
(
FName BundleName, |
Adds or updates an entry with the given BundleName -> Path. | AssetRegistry/AssetBundleData.h | |
void AddBundleAsset
(
FName BundleName, |
AssetRegistry/AssetBundleData.h | ||
void AddBundleAsset
(
FName BundleName, |
Adds or updates an entry with the given BundleName -> Path. | AssetRegistry/AssetBundleData.h | |
void AddBundleAssets
(
FName BundleName, |
Adds multiple assets at once | AssetRegistry/AssetBundleData.h | |
void AddBundleAssets
(
FName BundleName, |
Adds multiple assets at once | AssetRegistry/AssetBundleData.h | |
void AddBundleAssetsTruncated
(
FName BundleName, |
Adds multiple assets at once, truncating to top-level asset paths if necessary | AssetRegistry/AssetBundleData.h | |
void AddBundleAssetTruncated
(
FName BundleName, |
Adds or updates an entry with the given BundleName -> Path, truncating to a top-level asset path if necessary. | AssetRegistry/AssetBundleData.h | |
bool ExportTextItem
(
FString& ValueStr, |
Override Import/Export to not write out empty structs | AssetRegistry/AssetBundleData.h | |
FAssetBundleEntry * FindEntry
(
FName SearchName |
Returns pointer to an entry with given Scope/Name | AssetRegistry/AssetBundleData.h | |
bool ImportTextItem
(
const TCHAR*& Buffer, |
AssetRegistry/AssetBundleData.h | ||
void Reset() |
Resets the data to defaults | AssetRegistry/AssetBundleData.h | |
void SetBundleAssets
(
FName BundleName, |
A fast set of asset bundle assets, will destroy copied in path list | AssetRegistry/AssetBundleData.h | |
void SetBundleAssets
(
FName BundleName, |
A fast set of asset bundle assets, will destroy copied in path list | AssetRegistry/AssetBundleData.h | |
void SetBundleAssetsTruncated
(
FName BundleName, |
Replaces the contents of this bundle with the given assets, truncating to top-level asset paths if necessary. | AssetRegistry/AssetBundleData.h | |
FString ToDebugString() |
AssetRegistry/AssetBundleData.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator!=
(
const FAssetBundleData& Other |
AssetRegistry/AssetBundleData.h | ||
FAssetBundleData & operator=
(
const FAssetBundleData& |
AssetRegistry/AssetBundleData.h | ||
| AssetRegistry/AssetBundleData.h | |||
bool operator==
(
const FAssetBundleData& Other |
Equality | AssetRegistry/AssetBundleData.h |