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API > API/Runtime > API/Runtime/CoreUObject > API/Runtime/CoreUObject/FAssetData
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
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. | AssetRegistry/AssetData.h | |
| 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. | AssetRegistry/AssetData.h |
IsUAsset()
Description
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. Specifically, this is just testing whether the asset name matches the package name, and it is possible for legacy content to not return true for any asset in a package.
| Name | IsUAsset |
| Type | function |
| Header File | /Engine/Source/Runtime/CoreUObject/Public/AssetRegistry/AssetData.h |
| Include Path | #include "AssetRegistry/AssetData.h" |
bool IsUAsset() const
IsUAsset(UObject *)
Description
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.
| Name | IsUAsset |
| 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 IsUAsset
(
UObject * Object
)