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API > API/Runtime > API/Runtime/CoreUObject > API/Runtime/CoreUObject/FAssetData
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool IsTopLevelAsset () |
Returns true iff the Asset is a TopLevelAsset (not a subobject, its outer is a UPackage). | AssetRegistry/AssetData.h | |
static 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). | AssetRegistry/AssetData.h |
IsTopLevelAsset()
Description
Returns true iff the Asset is a TopLevelAsset (not a subobject, its outer is a UPackage). Only TopLevelAssets can be PrimaryAssets in the AssetManager. A TopLevelAsset is not necessarily the main asset in a package; see IsUAsset. Note that this is distinct from UObject::IsAsset because IsAsset can be overloaded (see e.g. AActor::IsAsset)
| Name | IsTopLevelAsset |
| Type | function |
| Header File | /Engine/Source/Runtime/CoreUObject/Public/AssetRegistry/AssetData.h |
| Include Path | #include "AssetRegistry/AssetData.h" |
| Source | /Engine/Source/Runtime/CoreUObject/Private/AssetRegistry/AssetData.cpp |
bool IsTopLevelAsset() const
IsTopLevelAsset(UObject *)
Description
Returns true iff the given Object, assumed to be an Asset, is a TopLevelAsset (not a subobject, its outer is a UPackage). Only TopLevelAssets can be PrimaryAssets in the AssetManager. A TopLevelAsset is not necessarily the main asset in a package; see IsUAsset.
| Name | IsTopLevelAsset |
| Type | function |
| Header File | /Engine/Source/Runtime/CoreUObject/Public/AssetRegistry/AssetData.h |
| Include Path | #include "AssetRegistry/AssetData.h" |
| Source | /Engine/Source/Runtime/CoreUObject/Private/AssetRegistry/AssetData.cpp |
static bool IsTopLevelAsset
(
UObject * Object
)