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Structure defining rules for what to do with assets, this is defined per type and can be overridden per asset
| Name | FPrimaryAssetRules |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/AssetManagerTypes.h |
| Include Path | #include "Engine/AssetManagerTypes.h" |
Syntax
USTRUCT ()
struct FPrimaryAssetRules
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPrimaryAssetRules() |
Engine/AssetManagerTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bApplyRecursively | bool | 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. | Engine/AssetManagerTypes.h |
|
| ChunkId | int32 | Assets will be put into this Chunk ID specifically, if set to something other than -1. | Engine/AssetManagerTypes.h |
|
| CookRule | EPrimaryAssetCookRule | Rule describing when this asset should be cooked. | Engine/AssetManagerTypes.h |
|
| Priority | int32 | Primary Assets with a higher priority will take precedence over lower priorities when assigning management for referenced assets. | Engine/AssetManagerTypes.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool IsDefault() |
Checks if all rules are the same as the default. If so this will be ignored. | Engine/AssetManagerTypes.h | |
void OverrideRules
(
const FPrimaryAssetRules& OverrideRules |
Override non-default rules from an override struct. | Engine/AssetManagerTypes.h | |
void PropagateCookRules
(
const FPrimaryAssetRules& ParentRules |
Propagate cook rules from parent to child, won't override non-default values. | Engine/AssetManagerTypes.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator==
(
const FPrimaryAssetRules& Other |
Engine/AssetManagerTypes.h |