unreal.AssetTagsSubsystem

class unreal.AssetTagsSubsystem(outer: Object | None = None, name: Name | str = 'None')

Bases: EngineSubsystem

Asset Tags Subsystem

C++ Source:

  • Plugin: AssetTags

  • Module: AssetTags

  • File: AssetTagsSubsystem.h

add_asset_data_to_collection(name, asset_data) bool

Add the given asset to the given collection.

Parameters:
  • name (Name) – Name of the collection to modify.

  • asset_data (AssetData) – Asset to add.

Returns:

True if the collection was modified, false otherwise (see the output log for details on error).

Return type:

bool

add_asset_datas_to_collection(name, asset_datas) bool

Add the given assets to the given collection.

Parameters:
  • name (Name) – Name of the collection to modify.

  • asset_datas (Array[AssetData]) – Assets to add.

Returns:

True if the collection was modified, false otherwise (see the output log for details on error).

Return type:

bool

add_asset_ptr_to_collection(name, asset_ptr) bool

Add the given asset to the given collection.

Parameters:
  • name (Name) – Name of the collection to modify.

  • asset_ptr (Object) – Asset to add.

Returns:

True if the collection was modified, false otherwise (see the output log for details on error).

Return type:

bool

add_asset_ptrs_to_collection(name, asset_ptrs) bool

Add the given assets to the given collection.

Parameters:
  • name (Name) – Name of the collection to modify.

  • asset_ptrs (Array[Object]) – Assets to add.

Returns:

True if the collection was modified, false otherwise (see the output log for details on error).

Return type:

bool

add_asset_to_collection(name, asset_path_name) bool

Add Asset to Collection

Parameters:
  • name (Name) –

  • asset_path_name (Name) –

Return type:

bool

add_assets_to_collection(name, asset_path_names) bool

Add Assets to Collection

Parameters:
Return type:

bool

collection_exists(name) bool

Check whether the given collection exists.

Parameters:

name (Name) – Name of the collection to test.

Returns:

True if the collection exists, false otherwise.

Return type:

bool

create_collection(name, share_type) bool

Create a new collection with the given name and share type.

Parameters:
  • name (Name) – Name to give to the collection.

  • share_type (CollectionShareType) – Whether the collection should be local, private, or shared?

Returns:

True if the collection was created, false otherwise (see the output log for details on error).

Return type:

bool

destroy_collection(name) bool

Destroy the given collection.

Parameters:

name (Name) – Name of the collection to destroy.

Returns:

True if the collection was destroyed, false otherwise (see the output log for details on error).

Return type:

bool

empty_collection(name) bool

Remove all assets from the given collection.

Parameters:

name (Name) – Name of the collection to modify.

Returns:

True if the collection was modified, false otherwise (see the output log for details on error).

Return type:

bool

get_assets_in_collection(name) Array[AssetData]

Get the assets in the given collection.

Parameters:

name (Name) – Name of the collection to test.

Returns:

Assets in the given collection.

Return type:

Array[AssetData]

get_collections() Array[Name]

Get the names of all available collections.

Returns:

Names of all available collections.

Return type:

Array[Name]

get_collections_containing_asset(asset_path_name) Array[Name]

Get Collections Containing Asset

Parameters:

asset_path_name (Name) –

Return type:

Array[Name]

get_collections_containing_asset_data(asset_data) Array[Name]

Get the names of the collections that contain the given asset.

Parameters:

asset_data (AssetData) – Asset to test.

Returns:

Names of the collections that contain the asset.

Return type:

Array[Name]

get_collections_containing_asset_ptr(asset_ptr) Array[Name]

Get the names of the collections that contain the given asset.

Parameters:

asset_ptr (Object) – Asset to test.

Returns:

Names of the collections that contain the asset.

Return type:

Array[Name]

k2_add_asset_to_collection(name, asset_path) bool

Add the given asset to the given collection.

Parameters:
Returns:

True if the collection was modified, false otherwise (see the output log for details on error).

Return type:

bool

k2_add_assets_to_collection(name, asset_paths) bool

Add the given assets to the given collection.

Parameters:
Returns:

True if the collection was modified, false otherwise (see the output log for details on error).

Return type:

bool

k2_get_collections_containing_asset(asset_path) Array[Name]

Get the names of the collections that contain the given asset.

Parameters:

asset_path (SoftObjectPath) –

Returns:

Names of the collections that contain the asset.

Return type:

Array[Name]

k2_remove_asset_from_collection(name, asset_path) bool

Remove the given asset from the given collection.

Parameters:
  • name (Name) – Name of the collection to modify.

  • asset_path (SoftObjectPath) – Asset to remove (its path, eg) /Game/MyFolder/MyAsset.MyAsset).

Returns:

True if the collection was modified, false otherwise (see the output log for details on error).

Return type:

bool

k2_remove_assets_from_collection(name, asset_paths) bool

Remove the given assets from the given collection.

Parameters:
Returns:

True if the collection was modified, false otherwise (see the output log for details on error).

Return type:

bool

remove_asset_data_from_collection(name, asset_data) bool

Remove the given asset from the given collection.

Parameters:
  • name (Name) – Name of the collection to modify.

  • asset_data (AssetData) – Asset to remove.

Returns:

True if the collection was modified, false otherwise (see the output log for details on error).

Return type:

bool

remove_asset_datas_from_collection(name, asset_datas) bool

Remove the given assets from the given collection.

Parameters:
  • name (Name) – Name of the collection to modify.

  • asset_datas (Array[AssetData]) – Assets to remove.

Returns:

True if the collection was modified, false otherwise (see the output log for details on error).

Return type:

bool

remove_asset_from_collection(name, asset_path_name) bool

Remove Asset from Collection

Parameters:
  • name (Name) –

  • asset_path_name (Name) –

Return type:

bool

remove_asset_ptr_from_collection(name, asset_ptr) bool

Remove the given asset from the given collection.

Parameters:
  • name (Name) – Name of the collection to modify.

  • asset_ptr (Object) – Asset to remove.

Returns:

True if the collection was modified, false otherwise (see the output log for details on error).

Return type:

bool

remove_asset_ptrs_from_collection(name, asset_ptrs) bool

Remove the given assets from the given collection.

Parameters:
  • name (Name) – Name of the collection to modify.

  • asset_ptrs (Array[Object]) – Assets to remove.

Returns:

True if the collection was modified, false otherwise (see the output log for details on error).

Return type:

bool

remove_assets_from_collection(name, asset_path_names) bool

Remove Assets from Collection

Parameters:
Return type:

bool

rename_collection(name, new_name) bool

Rename the given collection.

Parameters:
  • name (Name) – Name of the collection to rename.

  • new_name (Name) – Name to give to the collection.

Returns:

True if the collection was renamed, false otherwise (see the output log for details on error).

Return type:

bool

reparent_collection(name, new_parent_name) bool

Re-parent the given collection.

Parameters:
  • name (Name) – Name of the collection to re-parent.

  • new_parent_name (Name) – Name of the new parent collection, or None to have the collection become a root collection.

Returns:

True if the collection was renamed, false otherwise (see the output log for details on error).

Return type:

bool