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API > API/Runtime > API/Runtime/CoreUObject > API/Runtime/CoreUObject/FAssetData
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
PRAGMA_DISABLE_DEPRECATION_WARNINGS FAssetData () |
Default constructors. | AssetRegistry/AssetData.h | |
FAssetData
(
FAssetData&& |
AssetRegistry/AssetData.h | ||
FAssetData
(
const FAssetData& |
AssetRegistry/AssetData.h | ||
FAssetData
(
const UObject* InAsset, |
Constructor taking a UObject. | AssetRegistry/AssetData.h | |
FAssetData
(
const UObject* InAsset, |
Constructor taking a UObject. | AssetRegistry/AssetData.h | |
FAssetData
(
const UObject* InAsset, |
AssetRegistry/AssetData.h | ||
FAssetData
(
const FString& InLongPackageName, |
AssetRegistry/AssetData.h | ||
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. | AssetRegistry/AssetData.h | |
FAssetData
(
FName InPackageName, |
AssetRegistry/AssetData.h | ||
FAssetData
(
FName InPackageName, |
Constructor building the ObjectPath in the form of InPackageName.InAssetName. | AssetRegistry/AssetData.h |
FAssetData()
Description
Default constructors.
| Name | FAssetData |
| Type | function |
| Header File | /Engine/Source/Runtime/CoreUObject/Public/AssetRegistry/AssetData.h |
| Include Path | #include "AssetRegistry/AssetData.h" |
PRAGMA_DISABLE_DEPRECATION_WARNINGS FAssetData()
FAssetData(FAssetData &&)
| Name | FAssetData |
| Type | function |
| Header File | /Engine/Source/Runtime/CoreUObject/Public/AssetRegistry/AssetData.h |
| Include Path | #include "AssetRegistry/AssetData.h" |
FAssetData
(
FAssetData &&
)
FAssetData(const FAssetData &)
| Name | FAssetData |
| Type | function |
| Header File | /Engine/Source/Runtime/CoreUObject/Public/AssetRegistry/AssetData.h |
| Include Path | #include "AssetRegistry/AssetData.h" |
FAssetData
(
const FAssetData &
)
FAssetData(const UObject *, FAssetData::ECreationFlags)
Description
Constructor taking a UObject. By default trying to create one for a blueprint class will create one for the UBlueprint instead, but this can be overridden
| Name | FAssetData |
| 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 |
FAssetData
(
const UObject * InAsset,
FAssetData::ECreationFlags InCreationFlags
)
FAssetData(const UObject *, bool)
Description
Constructor taking a UObject. By default trying to create one for a blueprint class will create one for the UBlueprint instead, but this can be overridden
| Name | FAssetData |
| Type | function |
| Header File | /Engine/Source/Runtime/CoreUObject/Public/AssetRegistry/AssetData.h |
| Include Path | #include "AssetRegistry/AssetData.h" |
FAssetData
(
const UObject * InAsset,
bool bAllowBlueprintClass
)
FAssetData(const UObject *, FAssetData::ECreationFlags, EAssetRegistryTagsCaller)
| Name | FAssetData |
| 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 |
FAssetData
(
const UObject * InAsset,
FAssetData::ECreationFlags InCreationFlags,
EAssetRegistryTagsCaller Caller
)
FAssetData(const FString &, const FString &, FName, FAssetDataTagMap, TArrayView< const int32 >, uint32)
| Name | FAssetData |
| 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 |
FAssetData
(
const FString & InLongPackageName,
const FString & InObjectPath,
FName InAssetClassName,
FAssetDataTagMap InTags,
TArrayView < const int32 > InChunkIDs,
uint32 InPackageFlags
)
FAssetData(const FString &, const FString &, FTopLevelAssetPath, FAssetDataTagMap, TArrayView< const int32 >, uint32)
Description
Constructor with a long package name and a full object path which might not be part of the package this asset is in.
| Name | FAssetData |
| 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 |
FAssetData
(
const FString & InLongPackageName,
const FString & InObjectPath,
FTopLevelAssetPath InAssetClassPathName,
FAssetDataTagMap InTags,
TArrayView < const int32 > InChunkIDs,
uint32 InPackageFlags
)
FAssetData(FName, FName, FName, FName, FAssetDataTagMap, TArrayView< const int32 >, uint32)
| Name | FAssetData |
| 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 |
FAssetData
(
FName InPackageName,
FName InPackagePath,
FName InAssetName,
FName InAssetClassName,
FAssetDataTagMap InTags,
TArrayView < const int32 > InChunkIDs,
uint32 InPackageFlags
)
FAssetData(FName, FName, FName, FTopLevelAssetPath, FAssetDataTagMap, TArrayView< const int32 >, uint32)
Description
Constructor building the ObjectPath in the form of InPackageName.InAssetName. does not work for object outer-ed to a different package.
| Name | FAssetData |
| 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 |
FAssetData
(
FName InPackageName,
FName InPackagePath,
FName InAssetName,
FTopLevelAssetPath InAssetClassPathName,
FAssetDataTagMap InTags,
TArrayView < const int32 > InChunkIDs,
uint32 InPackageFlags
)