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Unreal Engine C++ API Reference > Runtime > Engine > Engine
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/AssetManagerTypes.h |
Include | #include "Engine/AssetManagerTypes.h" |
Syntax
USTRUCT (BlueprintType )
struct FAssetManagerSearchRules
Remarks
Rules for how to scan the asset registry for assets matching path and type descriptions
Variables
Type | Name | Description | |
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TObjectPtr< UClass > | AssetBaseClass | Assets must inherit from this class, for blueprints this should be the instance base class |
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TArray< FString > | AssetScanPaths | List of top-level directories and specific assets to search, must be paths starting with /, directories should not have a trailing / |
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bool | bForceSynchronousScan | True if this should force a synchronous scan of the disk even if an async scan is in progress |
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bool | bHasBlueprintClasses | True if scanning for blueprints, false for all other assets |
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bool | bSkipManagerIncludeCheck | True if this test should skip the ShouldIncludeInAssetSearch function on AssetManager |
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bool | bSkipVirtualPathExpansion | True if AssetScanPaths are real paths that do not need expansion |
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TArray< FString > | ExcludePatterns | Optional list of exclude wildcard patterns that can use *, if any of these match it will be excluded |
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TArray< FString > | IncludePatterns | Optional list of include wildcard patterns using * that will get matched against full package path. |
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FAssetManagerShouldIncludeDelegate | ShouldIncludeDelegate | Native filter delegate to call on asset data, if bound it should return true if asset should be included in results |
Functions
Type | Name | Description | |
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bool | AreRulesSet () |
Returns true if there are any rules set that need to be verified |