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Settings for the Asset Management framework, which can be used to discover, load, and audit game-specific asset types
| Name | UAssetManagerSettings |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/AssetManagerSettings.h |
| Include Path | #include "Engine/AssetManagerSettings.h" |
Syntax
UCLASS (Config=Game, defaultconfig, Meta=(DisplayName="Asset Manager"), MinimalAPI)
class UAssetManagerSettings : public UDeveloperSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UDeveloperSettings → UAssetManagerSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAssetManagerSettings() |
Engine/AssetManagerSettings.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssetPathRedirects | TArray< FAssetManagerRedirect > | Redirect from /game/assetpath to /game/assetpathnew | Engine/AssetManagerSettings.h |
|
| bOnlyCookProductionAssets | bool | If true, DevelopmentCook assets will error when they are cooked, you should enable this on production branches | Engine/AssetManagerSettings.h |
|
| bShouldAcquireMissingChunksOnLoad | bool | If true, this will query the platform chunk install interface to request missing chunks for any requested primary asset loads | Engine/AssetManagerSettings.h |
|
| bShouldGuessTypeAndNameInEditor | bool | If true, PrimaryAsset Type/Name will be implied for assets in the editor even if bShouldManagerDetermineTypeAndName is false. | Engine/AssetManagerSettings.h |
|
| bShouldManagerDetermineTypeAndName | bool | If true, the asset manager will determine the type and name for Primary Assets that do not implement GetPrimaryAssetId, by calling DeterminePrimaryAssetIdForObject and using the ini settings. | Engine/AssetManagerSettings.h |
|
| bShouldWarnAboutInvalidAssets | bool | If true, the asset manager will warn when it is told to load or do something with assets it does not know about | Engine/AssetManagerSettings.h |
|
| CustomPrimaryAssetRules | TArray< FPrimaryAssetRulesCustomOverride > | List of game-specific asset rule overrides for types, this will not do anything by default | Engine/AssetManagerSettings.h |
|
| DirectoriesToExclude | TArray< FDirectoryPath > | List of directories to exclude from scanning for Primary Assets, useful to exclude test assets | Engine/AssetManagerSettings.h |
|
| MetaDataTagsForAssetRegistry | TSet< FName > | The metadata tags to be transferred to the Asset Registry. | Engine/AssetManagerSettings.h |
|
| PrimaryAssetIdRedirects | TArray< FAssetManagerRedirect > | Redirect from Type:Name to Type:NameNew | Engine/AssetManagerSettings.h |
|
| PrimaryAssetRules | TArray< FPrimaryAssetRulesOverride > | List of specific asset rule overrides | Engine/AssetManagerSettings.h |
|
| PrimaryAssetTypeRedirects | TArray< FAssetManagerRedirect > | Redirect from Type to TypeNew | Engine/AssetManagerSettings.h |
|
| PrimaryAssetTypesToScan | TArray< FPrimaryAssetTypeInfo > | List of asset types to scan at startup | Engine/AssetManagerSettings.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostInitProperties() |
Engine/AssetManagerSettings.h | ||
virtual void PostReloadConfig
(
FProperty* PropertyThatWasLoaded |
Engine/AssetManagerSettings.h | ||
virtual void PreEditChange
(
FProperty* PropertyAboutToChange |
Engine/AssetManagerSettings.h |
Overridden from UDeveloperSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Engine/AssetManagerSettings.h |