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Structure with publicly exposed information about an asset type. These can be loaded out of a config file or constructed at runtime
| Name | FPrimaryAssetTypeInfo |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/AssetManagerTypes.h |
| Include Path | #include "Engine/AssetManagerTypes.h" |
Syntax
USTRUCT ()
struct FPrimaryAssetTypeInfo
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Engine/AssetManagerTypes.h | |||
FPrimaryAssetTypeInfo
(
FName InPrimaryAssetType, |
Initializes a runtime version of the struct | Engine/AssetManagerTypes.h | |
FPrimaryAssetTypeInfo
(
FName InPrimaryAssetType, |
Engine/AssetManagerTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssetBaseClassLoaded | TObjectPtr< UClass > | Runtime cached copy of asset base class, this will only be correct if FillRuntimeData has been called | Engine/AssetManagerTypes.h |
|
| AssetScanPaths | TArray< FString > | Combination of directories and individual assets to search for this asset type. | Engine/AssetManagerTypes.h |
|
| bHasBlueprintClasses | bool | True if the assets loaded are blueprints classes, false if they are normal UObjects | Engine/AssetManagerTypes.h |
|
| bIsDynamicAsset | bool | True if this is an asset created at runtime that has no on disk representation. | Engine/AssetManagerTypes.h |
|
| bIsEditorOnly | bool | 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. | Engine/AssetManagerTypes.h |
|
| NumberOfAssets | int32 | Number of tracked assets of that type | Engine/AssetManagerTypes.h |
|
| PrimaryAssetType | FName | The logical name for this type of Primary Asset | Engine/AssetManagerTypes.h |
|
| Rules | FPrimaryAssetRules | Default management rules for this type, individual assets can be overridden | Engine/AssetManagerTypes.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssetBaseClass | TSoftClassPtr< UObject > | Base Class of all assets of this type | Engine/AssetManagerTypes.h |
|
| Directories | TArray< FDirectoryPath > | Directories to search for this asset type | Engine/AssetManagerTypes.h |
|
| SpecificAssets | TArray< FSoftObjectPath > | Individual assets to scan | Engine/AssetManagerTypes.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool CanModifyConfigData() |
Returns true if it is safe to modify config data as it has not been turned into runtime data yet | Engine/AssetManagerTypes.h | |
void FillRuntimeData
(
bool& bIsValid, |
Fills out transient variables based on parsed ones. | Engine/AssetManagerTypes.h | |
const TSoftClassPtr< UObject > & GetAssetBaseClass() |
Gets the config version of the asset base class | Engine/AssetManagerTypes.h | |
const TArray< FDirectoryPath > & GetDirectories () |
Access the config version of directories to scan, may be empty for runtime-added types | Engine/AssetManagerTypes.h | |
TArray< FDirectoryPath > & GetDirectories () |
Modify the config version of directories to scan, only possible before runtime data is filled in | Engine/AssetManagerTypes.h | |
const TArray< FSoftObjectPath > & GetSpecificAssets () |
Access the config version of specific assets to scan, may be empty for runtime-added types | Engine/AssetManagerTypes.h | |
TArray< FSoftObjectPath > & GetSpecificAssets () |
Modify the config version of specific assets to scan, only possible before runtime data is filled in | Engine/AssetManagerTypes.h | |
bool HasValidConfigData() |
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 | Engine/AssetManagerTypes.h | |
bool HasValidRuntimeData() |
Returns true if this has valid runtime data because FillRuntimeData was previously called | Engine/AssetManagerTypes.h | |
void SetAssetBaseClass
(
const TSoftClassPtr< UObject >& InAssetBaseClass |
Set the base class, only possible before runtime data is filled in | Engine/AssetManagerTypes.h |