Navigation
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 ()
struct FPrimaryAssetRules
Remarks
Structure defining rules for what to do with assets, this is defined per type and can be overridden per asset
Variables
Type | Name | Description | |
---|---|---|---|
![]() ![]() ![]() |
bool | bApplyRecursively | If true, this rule will apply to all referenced Secondary Assets recursively, as long as they are not managed by a higher-priority Primary Asset. |
![]() ![]() ![]() |
int32 | ChunkId | Assets will be put into this Chunk ID specifically, if set to something other than -1. |
![]() ![]() ![]() |
EPrimaryAssetCookRule | CookRule | Rule describing when this asset should be cooked. |
![]() ![]() ![]() |
int32 | Priority | Primary Assets with a higher priority will take precedence over lower priorities when assigning management for referenced assets. |
Constructors
Type | Name | Description | |
---|---|---|---|
![]() |
Functions
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
bool | IsDefault () |
Checks if all rules are the same as the default. If so this will be ignored. |
![]() |
void | OverrideRules
(
const FPrimaryAssetRules& OverrideRules |
Override non-default rules from an override struct. |
![]() |
void | PropagateCookRules
(
const FPrimaryAssetRules& ParentRules |
Propagate cook rules from parent to child, won't override non-default values. |
Operators
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
bool | operator==
(
const FPrimaryAssetRules& Other |