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Object that can be subclassed to store custom data on Unreal asset objects.
| Name | UAssetUserData |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/AssetUserData.h |
| Include Path | #include "Engine/AssetUserData.h" |
Syntax
UCLASS (DefaultToInstanced, Abstract, EditInlineNew, MinimalAPI)
class UAssetUserData : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UAssetUserData
Derived Classes
UAssetUserData derived class hierarchy
- UAnimationModifiersAssetUserData
- UAnimCurveMetaData
- UAnimSequenceLevelSequenceLink
- UAssetGuideline
- UChaosOutfitAssetBodyUserData
- UCustomizableObjectInstanceUserData
- UDatasmithAssetUserData
- UDMXMVRAssetUserData
- UDNAAsset
- UGLTFMaterialExportOptions
- UInterchangeAssetUserData
- UInterchangeLevelAssetUserData
- ULevelSequenceAnimSequenceLink
- UNameSpacedUserData
- UPostProcessAnimationUserAssetData
- URigMapperDefinitionUserData
- USubtitleAssetUserData
- UTextureMipDataProviderFactory
- UUsdAssetUserData
- UVPWorldAssetUserData
- UAudioAssetUserData
- UDataprepAssetUserData
- UDataprepConsumerUserData
- ULandscapeHeightmapTextureEdgeFixup
- ULandscapeTextureHash
- UMediaPlateAssetUserData
- UPSDLayerTextureUserData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAssetUserData
(
const FObjectInitializer& ObjectInitializer |
Engine/AssetUserData.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Draw
(
FPrimitiveDrawInterface* PDI, |
Used for debugging UAssetUserData data in editor | Engine/AssetUserData.h | |
virtual void DrawCanvas
(
FCanvas& Canvas, |
Used for debugging UAssetUserData data in editor | Engine/AssetUserData.h | |
virtual void PostEditChangeOwner () |
Called when the owner object is modified | Engine/AssetUserData.h | |
virtual void PostEditChangeOwner
(
const FPropertyChangedEvent& PropertyChangedEvent |
Engine/AssetUserData.h |