unreal.ARFilter

class unreal.ARFilter(package_names: None = [], package_paths: None = [], soft_object_paths: None = [], class_paths: None = [], recursive_class_paths_exclusion_set: None = [], class_names: None = [], recursive_classes_exclusion_set: None = [], recursive_paths: bool = False, recursive_classes: bool = False, include_only_on_disk_assets: bool = False)

Bases: StructBase

A struct to serve as a filter for Asset Registry queries. Each component element is processed as an ‘OR’ operation while all the components are processed together as an ‘AND’ operation. This type is mirrored in NoExportTypes.h

C++ Source:

  • Module: CoreUObject

  • File: ARFilter.h

Editor Properties: (see get_editor_property/set_editor_property)

  • class_names (Array[Name]): [Read-Write] deprecated: Short asset class names must be converted to full asset pathnames. Use ClassPaths instead.

  • class_paths (Array[TopLevelAssetPath]): [Read-Write] The filter component for class path names. Instances of the specified classes, but not subclasses (by default), will be included. Derived classes will be included only if bRecursiveClasses is true.

  • include_only_on_disk_assets (bool): [Read-Write] If true, use only DiskGatheredData, do not calculate from UObjects. see: IAssetRegistry class header for bIncludeOnlyOnDiskAssets.

  • package_names (Array[Name]): [Read-Write] The filter component for package names

  • package_paths (Array[Name]): [Read-Write] The filter component for package paths

  • recursive_class_paths_exclusion_set (Set[TopLevelAssetPath]): [Read-Write] Only if bRecursiveClasses is true, the results will exclude classes (and subclasses) in this list

  • recursive_classes (bool): [Read-Write] If true, subclasses of ClassPaths will also be included and RecursiveClassPathsExclusionSet will be excluded.

  • recursive_classes_exclusion_set (Set[Name]): [Read-Write] deprecated: Short asset class names must be converted to full asset pathnames. Use RecursiveClassPathsExclusionSet instead.

  • recursive_paths (bool): [Read-Write] If true, PackagePath components will be recursive

  • soft_object_paths (Array[SoftObjectPath]): [Read-Write] The filter component containing the paths of specific assets to match. Matches against FAssetData::ToSoftObjectPath(). This is a top level asset path for most assets and a subobject path for assets such as world partition external actors.

property class_names: None

[Read-Write] deprecated: Short asset class names must be converted to full asset pathnames. Use ClassPaths instead.

Type:

(Array[Name])

property class_paths: None

[Read-Write] The filter component for class path names. Instances of the specified classes, but not subclasses (by default), will be included. Derived classes will be included only if bRecursiveClasses is true.

Type:

(Array[TopLevelAssetPath])

get_blueprint_assets() Array[AssetData]

Gets asset data for all blueprint assets that match the filter. ClassPaths in the filter specify the blueprint’s parent class.

Returns:

out_asset_data (Array[AssetData]):

Return type:

Array[AssetData]

property include_only_on_disk_assets: bool

[Read-Write] If true, use only DiskGatheredData, do not calculate from UObjects. see: IAssetRegistry class header for bIncludeOnlyOnDiskAssets.

Type:

(bool)

property package_names: None

[Read-Write] The filter component for package names

Type:

(Array[Name])

property package_paths: None

[Read-Write] The filter component for package paths

Type:

(Array[Name])

property recursive_class_paths_exclusion_set: None

[Read-Write] Only if bRecursiveClasses is true, the results will exclude classes (and subclasses) in this list

Type:

(Set[TopLevelAssetPath])

property recursive_classes: bool

[Read-Write] If true, subclasses of ClassPaths will also be included and RecursiveClassPathsExclusionSet will be excluded.

Type:

(bool)

property recursive_classes_exclusion_set: None

[Read-Write] deprecated: Short asset class names must be converted to full asset pathnames. Use RecursiveClassPathsExclusionSet instead.

Type:

(Set[Name])

property recursive_paths: bool

[Read-Write] If true, PackagePath components will be recursive

Type:

(bool)

property soft_object_paths: None

[Read-Write] The filter component containing the paths of specific assets to match. Matches against FAssetData::ToSoftObjectPath(). This is a top level asset path for most assets and a subobject path for assets such as world partition external actors.

Type:

(Array[SoftObjectPath])