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Todo: Make this class better suited to multiple import paths - maybe have FAssetImportInfo use a map rather than array?
| Name | UAssetImportData |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h |
| Include Path | #include "EditorFramework/AssetImportData.h" |
Syntax
UCLASS (EditInlineNew, MinimalAPI)
class UAssetImportData : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UAssetImportData
Derived Classes
UAssetImportData derived class hierarchy
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAssetImportData
(
const FObjectInitializer& ObjectInitializer |
EditorFramework/AssetImportData.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| OnImportDataChanged | FOnImportDataChanged | Static event that is broadcast whenever any asset has updated its import data | EditorFramework/AssetImportData.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| SourceData | FAssetImportInfo | Source file data describing the files that were used to import this asset. | EditorFramework/AssetImportData.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddFileName
(
const FString& InPath, |
Add a filename at the specific index. | EditorFramework/AssetImportData.h | |
virtual void AppendAssetRegistryTags
(
TArray< FAssetRegistryTag >& OutTags |
EditorFramework/AssetImportData.h | ||
virtual void AppendAssetRegistryTags
(
FAssetRegistryTagsContext Context |
If your asset import data flavor need to add some asset registry tag, override this function. | EditorFramework/AssetImportData.h | |
virtual bool ConvertAssetImportDataToNewOwner
(
UObject* Owner |
This function is call when we duplicate asset import data and assign the new copy to a new asset type. | EditorFramework/AssetImportData.h | |
| EditorFramework/AssetImportData.h | |||
void ExtractFilenames
(
TArray< FString >& AbsoluteFilenames |
EditorFramework/AssetImportData.h | ||
TArray< FString > ExtractFilenames () |
EditorFramework/AssetImportData.h | ||
FString GetFirstFilename() |
EditorFramework/AssetImportData.h | ||
const FAssetImportInfo & GetSourceData() |
Const access to the source file data | EditorFramework/AssetImportData.h | |
int32 GetSourceFileCount() |
EditorFramework/AssetImportData.h | ||
| Extract all the (resolved) filenames from this data | EditorFramework/AssetImportData.h |
|
|
| Helper function to return the first filename stored in this data. | EditorFramework/AssetImportData.h |
|
|
FString SanitizeImportFilename
(
const FString& InPath |
Convert an absolute import path so that it's relative to either this object's package, BaseDir() or leave it absolute | EditorFramework/AssetImportData.h | |
void ScriptedAddFilename
(
const FString& InPath, |
Add or update a filename at the specified index. | EditorFramework/AssetImportData.h |
|
void SetSourceFiles
(
TArray< FAssetImportInfo::FSourceFile >&& SourceFiles |
Replace the source files with the one provided. The MD5 hashes will be computed if they aren't set | EditorFramework/AssetImportData.h | |
| Update this import data using the specified file. | EditorFramework/AssetImportData.h | ||
| Update this import data using the specified filename and Precomputed Hash. | EditorFramework/AssetImportData.h | ||
void UpdateFilenameOnly
(
const FString& InPath |
Update this import data using the specified filename. | EditorFramework/AssetImportData.h | |
void UpdateFilenameOnly
(
const FString& InPath, |
Update the filename at the specific specified index. | EditorFramework/AssetImportData.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool IsEditorOnly() |
Only valid in the editor | EditorFramework/AssetImportData.h | |
virtual void PostLoad() |
EditorFramework/AssetImportData.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FString ResolveImportFilename
(
const FString& InRelativePath |
Resolve a filename that is relative to either this object's package, BaseDir() or absolute | EditorFramework/AssetImportData.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Serialize
(
FStructuredArchive::FRecord Record |
Overridden serialize function to write out the underlying data as json | EditorFramework/AssetImportData.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FString ResolveImportFilename
(
FStringView InRelativePath, |
EditorFramework/AssetImportData.h | ||
static FString ResolveImportFilename
(
const FString& InRelativePath, |
Resolve a filename that is relative to either the specified package, BaseDir() or absolute | EditorFramework/AssetImportData.h | |
static FString SanitizeImportFilename
(
const FString& InPath, |
Convert an absolute import path so that it's relative to either this object's package, BaseDir() or leave it absolute | EditorFramework/AssetImportData.h | |
static FString SanitizeImportFilename
(
const FString& InPath, |
EditorFramework/AssetImportData.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| SourceFilePath_DEPRECATED | FString | Path to the resource used to construct this static mesh. | EditorFramework/AssetImportData.h | |
| SourceFileTimestamp_DEPRECATED | FString | Date/Time-stamp of the file from the last import | EditorFramework/AssetImportData.h |