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Unreal Engine C++ API Reference > Runtime > Engine > Engine
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UDataAsset
- UPrimaryDataAsset
- UPrimaryAssetLabel
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/PrimaryAssetLabel.h |
Include | #include "Engine/PrimaryAssetLabel.h" |
Syntax
class UPrimaryAssetLabel : public UPrimaryDataAsset
Remarks
A seed file that is created to mark referenced assets as part of this primary asset
Variables
Type | Name | Description | |
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FCollectionReference | AssetCollection | Collection to load asset references out of |
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uint32: 1 | bIncludeRedirectors | Set to true if the label asset itself should be cooked and available at runtime. |
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uint32: 1 | bIsRuntimeLabel | Set to true if the label asset itself should be cooked and available at runtime. |
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uint32: 1 | bLabelAssetsInMyDirectory | True to Label everything in this directory and sub directories |
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TArray< TSoftObjectPtr< UObject > > | ExplicitAssets | List of manually specified assets to label |
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TArray< TSoftClassPtr< UObject > > | ExplicitBlueprints | List of manually specified blueprint assets to label |
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FPrimaryAssetRules | Rules | Management rules for this specific asset, if set it will override the type rules |
Constructors
Type | Name | Description | |
---|---|---|---|
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Constructor |
Overridden from UPrimaryDataAsset
Type | Name | Description | |
---|---|---|---|
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void | This scans the class for AssetBundles metadata on asset properties and initializes the AssetBundleData with InitializeAssetBundlesFromMetadata |
Overridden from UObject
Type | Name | Description | |
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bool | IsEditorOnly () |
Set to editor only if this is not available in a cooked build |
Constants
Name | Description |
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CollectionBundle | Bundle used for collection assets |
DirectoryBundle | Bundle name used for directory-tagged assets |