Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Engine
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/AssetManagerTypes.h |
Include | #include "Engine/AssetManagerTypes.h" |
Syntax
struct FPrimaryAssetTypeInfo
Remarks
Structure with publicly exposed information about an asset type. These can be loaded out of a config file.
Variables
Type | Name | Description | |
---|---|---|---|
![]() |
TObjectPtr< UClass > | AssetBaseClassLoaded | Base Class of all assets of this type |
![]() |
TArray< FString > | AssetScanPaths | Combination of directories and individual assets to search for this asset type. |
![]() |
bool | bHasBlueprintClasses | True if the assets loaded are blueprints classes, false if they are normal UObjects |
![]() |
bool | bIsDynamicAsset | True if this is an asset created at runtime that has no on disk representation. |
![]() |
bool | bIsEditorOnly | True if this type is editor only. |
![]() |
int32 | NumberOfAssets | Number of tracked assets of that type |
![]() |
FName | PrimaryAssetType | The logical name for this type of Primary Asset |
![]() |
FPrimaryAssetRules | Rules | Default management rules for this type, individual assets can be overridden |
Constructors
Type | Name | Description | |
---|---|---|---|
![]() |
|||
![]() |
FPrimaryAssetTypeInfo
(
FName InPrimaryAssetType, |
||
![]() |
FPrimaryAssetTypeInfo
(
FName InPrimaryAssetType, |
Functions
Type | Name | Description | |
---|---|---|---|
![]() |
void | FillRuntimeData
(
bool& bIsValid, |
Fills out transient variables based on parsed ones. |
![]() ![]() |
const TSoftClassPtr< UObject > & | ||
![]() ![]() |
const TArray< FDirectoryPath > & | ||
![]() |
TArray< FDirectoryPath > & | ||
![]() ![]() |
const TArray< FSoftObjectPath > & | ||
![]() |
void | SetAssetBaseClass
(
const TSoftClassPtr< UObject >& InAssetBaseClass |