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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 ()
struct FPrimaryAssetTypeInfo
Remarks
Structure with publicly exposed information about an asset type. These can be loaded out of a config file or constructed at runtime
Variables
Type | Name | Description | |
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TObjectPtr< UClass > | AssetBaseClassLoaded | Runtime cached copy of asset base class, this will only be correct if FillRuntimeData has been called |
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TArray< FString > | AssetScanPaths | Combination of directories and individual assets to search for this asset type. |
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bool | bHasBlueprintClasses | True if the assets loaded are blueprints classes, false if they are normal UObjects |
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bool | bIsDynamicAsset | True if this is an asset created at runtime that has no on disk representation. |
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bool | bIsEditorOnly | If true this type will not cause anything to be cooked; the AssetManager will use instances of this type to define chunk assignments and NeverCook rules, but will ignore AlwaysCook rules. |
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int32 | NumberOfAssets | Number of tracked assets of that type |
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FName | PrimaryAssetType | The logical name for this type of Primary Asset |
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FPrimaryAssetRules | Rules | Default management rules for this type, individual assets can be overridden |
Constructors
Type | Name | Description | |
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FPrimaryAssetTypeInfo
(
FName InPrimaryAssetType, |
Initializes a runtime version of the struct | |
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FPrimaryAssetTypeInfo
(
FName InPrimaryAssetType, |
Functions
Type | Name | Description | |
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bool | Returns true if it is safe to modify config data as it has not been turned into runtime data yet | |
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void | FillRuntimeData
(
bool& bIsValid, |
Fills out transient variables based on parsed ones. |
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const TSoftClassPtr< UObject > & | Gets the config version of the asset base class | |
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const TArray< FDirectoryPath > & | Access the config version of directories to scan, may be empty for runtime-added types | |
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TArray< FDirectoryPath > & | Modify the config version of directories to scan, only possible before runtime data is filled in | |
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const TArray< FSoftObjectPath > & | Access the config version of specific assets to scan, may be empty for runtime-added types | |
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TArray< FSoftObjectPath > & | Modify the config version of specific assets to scan, only possible before runtime data is filled in | |
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bool | Returns true if this has valid config data that can be converted into runtime data as needed, this may be false for runtime only info | |
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bool | Returns true if this has valid runtime data because FillRuntimeData was previously called | |
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void | SetAssetBaseClass
(
const TSoftClassPtr< UObject >& InAssetBaseClass |
Set the base class, only possible before runtime data is filled in |