unreal.AssetRegistryHelpers
¶
- class unreal.AssetRegistryHelpers(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
Object
Asset Registry Helpers
C++ Source:
Module: AssetRegistry
File: AssetRegistryHelpers.h
- classmethod create_asset_data(asset, allow_blueprint_class=False) AssetData ¶
Creates asset data from a UObject.
- classmethod get_asset(asset_data) Object ¶
Returns the asset UObject if it is loaded or loads the asset if it is unloaded then returns the result
- classmethod get_asset_registry() AssetRegistry ¶
Get Asset Registry
- Return type:
- classmethod get_blueprint_assets(filter) Array[AssetData] ¶
Gets asset data for all blueprint assets that match the filter. ClassPaths in the filter specify the blueprint’s parent class.
- classmethod get_class(asset_data)¶
Get Class
- classmethod get_export_text_name(asset_data) str ¶
Returns the name for the asset in the form: Class’ObjectPath’
- classmethod get_full_name(asset_data) str ¶
Returns the full name for the asset in the form: Class ObjectPath
- classmethod get_tag_value(asset_data, tag_name) str or None ¶
Gets the value associated with the given tag as a string
- classmethod is_u_asset(asset_data) bool ¶
Returns true if this is the primary asset in a package, true for maps and assets but false for secondary objects like class redirectors
- classmethod is_valid(asset_data) bool ¶
Checks to see if this AssetData refers to an asset or is NULL
- classmethod set_filter_tags_and_values(filter, tags_and_values) ARFilter ¶
Populates the FARFilters tags and values map with the passed in tags and values
- Parameters:
filter (ARFilter) –
tags_and_values (Array[TagAndValue]) –
- Return type:
- classmethod to_soft_object_path(asset_data) SoftObjectPath ¶
Convert to a SoftObjectPath for loading
- Parameters:
asset_data (AssetData) –
- Return type: