Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UAssetManager
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void InitializeAssetBundlesFromMetadata
(
const UObject* Object, |
UObject wrapper | Engine/AssetManager.h | |
virtual void InitializeAssetBundlesFromMetadata
(
const UStruct* Struct, |
Initializes asset bundle data from a passed in struct or class, this will read the AssetBundles metadata off the UProperties. | Engine/AssetManager.h |
InitializeAssetBundlesFromMetadata(const UObject *, FAssetBundleData &)
Description
UObject wrapper
| Name | InitializeAssetBundlesFromMetadata |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/AssetManager.h |
| Include Path | #include "Engine/AssetManager.h" |
virtual void InitializeAssetBundlesFromMetadata
(
const UObject * Object,
FAssetBundleData & AssetBundle
) const
InitializeAssetBundlesFromMetadata(const UStruct , const void , FAssetBundleData &, FName)
Description
Initializes asset bundle data from a passed in struct or class, this will read the AssetBundles metadata off the UProperties. As an example this property definition:
TSoftObjectPtr
Would add the value of CurveTableReference to both the Client and Server asset bundles
| Name | InitializeAssetBundlesFromMetadata |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/AssetManager.h |
| Include Path | #include "Engine/AssetManager.h" |
| Source | /Engine/Source/Runtime/Engine/Private/AssetManager.cpp |
virtual void InitializeAssetBundlesFromMetadata
(
const UStruct * Struct,
const void * StructValue,
FAssetBundleData & AssetBundle,
FName DebugName
) const
Parameters
| Name | Remarks |
|---|---|
| Struct | UScriptStruct or UClass representing the property hierarchy |
| StructValue | Location in memory of Struct or Object |
| AssetBundle | Bundle that will be filled out |