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Unreal Engine C++ API Reference > Runtime > Engine > Engine
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UDeveloperSettings
- UAssetManagerSettings
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/AssetManagerSettings.h |
Include | #include "Engine/AssetManagerSettings.h" |
Syntax
UCLASS (Config=Game, defaultconfig, Meta=(DisplayName="Asset Manager"), MinimalAPI)
class UAssetManagerSettings : public UDeveloperSettings
Remarks
Settings for the Asset Management framework, which can be used to discover, load, and audit game-specific asset types
Variables
Type | Name | Description | |
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TArray< FAssetManagerRedirect > | AssetPathRedirects | Redirect from /game/assetpath to /game/assetpathnew |
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bool | bOnlyCookProductionAssets | If true, DevelopmentCook assets will error when they are cooked, you should enable this on production branches |
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bool | bShouldAcquireMissingChunksOnLoad | If true, this will query the platform chunk install interface to request missing chunks for any requested primary asset loads |
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bool | bShouldGuessTypeAndNameInEditor | If true, PrimaryAsset Type/Name will be implied for assets in the editor even if bShouldManagerDetermineTypeAndName is false. |
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bool | bShouldManagerDetermineTypeAndName | If true, the asset manager will determine the type and name for Primary Assets that do not implement GetPrimaryAssetId, by calling DeterminePrimaryAssetIdForObject and using the ini settings. |
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bool | bShouldWarnAboutInvalidAssets | If true, the asset manager will warn when it is told to load or do something with assets it does not know about |
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TArray< FPrimaryAssetRulesCustomOverride > | CustomPrimaryAssetRules | List of game-specific asset rule overrides for types, this will not do anything by default |
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TArray< FDirectoryPath > | DirectoriesToExclude | List of directories to exclude from scanning for Primary Assets, useful to exclude test assets |
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TSet< FName > | MetaDataTagsForAssetRegistry | The metadata tags to be transferred to the Asset Registry. |
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TArray< FAssetManagerRedirect > | PrimaryAssetIdRedirects | Redirect from Type:Name to Type:NameNew |
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TArray< FPrimaryAssetRulesOverride > | PrimaryAssetRules | List of specific asset rule overrides |
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TArray< FAssetManagerRedirect > | PrimaryAssetTypeRedirects | Redirect from Type to TypeNew |
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TArray< FPrimaryAssetTypeInfo > | PrimaryAssetTypesToScan | List of asset types to scan at startup |
Constructors
Type | Name | Description | |
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Overridden from UObject
Type | Name | Description | |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
UObject interface |
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void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | |
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void | PostReloadConfig
(
FProperty* PropertyThatWasLoaded |
Called from ReloadConfig after the object has reloaded its configuration data. |
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void | PreEditChange
(
FProperty* PropertyAboutToChange |
This is called when a property is about to be modified externally |