unreal.CollectionManagerSubsystem

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

Bases: EditorSubsystem

Collection Manager Scripting Subsystem

C++ Source:

  • Module: UnrealEd

  • File: CollectionManagerScriptingSubsystem.h

add_asset_data_to_collection(collection, asset_data) bool

Add the given asset to the given collection.

Parameters:
  • collection (Collection) – The collection to modify. Will be created if it does not exist.

  • 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(collection, asset_datas) bool

Add the given assets to the given collection.

Parameters:
  • collection (Collection) – The collection to modify. Will be created if it does not exist.

  • 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(collection, asset_ptr) bool

Add the given asset to the given collection.

Parameters:
  • collection (Collection) – The collection to modify. Will be created if it does not exist.

  • 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(collection, asset_ptrs) bool

Add the given assets to the given collection.

Parameters:
  • collection (Collection) – The collection to modify. Will be created if it does not exist.

  • 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(collection, asset_path) bool

Add the given asset to the given collection.

Parameters:
  • collection (Collection) – The collection to modify. Will be created if it does not exist.

  • asset_path (SoftObjectPath) – Asset to add (its path name, 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

add_assets_to_collection(collection, asset_paths) bool

Add the given assets to the given collection.

Parameters:
  • collection (Collection) – The collection to modify. Will be created if it does not exist.

  • asset_paths (Array[SoftObjectPath]) – Assets to add (their paths, 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

collection_exists(container, collection, share_type) bool

Check whether the given collection exists in the given container (matching both name and share type).

Parameters:
  • container (CollectionContainerSource) – The container to search. “None” defaults to the base game’s container.

  • collection (Name) – The name of the collection to look for.

  • share_type (CollectionShareType) – The share type of the collection to look for.

Returns:

True if the collection exists, false otherwise (if false is due to an error, see the output log for details).

Return type:

bool

create_collection(container, collection, share_type) Collection or None

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

Parameters:
  • container (CollectionContainerSource) – The container the collection should be created in. “None” defaults to the base game’s container.

  • collection (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).

out_new_collection (Collection): The newly created collection.

Return type:

Collection or None

create_or_empty_collection(container, collection, share_type) Collection or None

Create a new collection with the given name and share type in the provided collection container if it doesn’t already exist, or empty the existing collection if it does.

Parameters:
  • container (CollectionContainerSource) – The container the collection should be created or found in. “None” defaults to the base game’s container.

  • collection (Name) – Name of the collection to create or empty.

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

Returns:

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

out_new_or_empty_collection (Collection): The collection that was created or emptied.

Return type:

Collection or None

destroy_collection(collection) bool

Destroy the given collection.

Parameters:

collection (Collection) – 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(collection) bool

Remove all assets from the given collection.

Parameters:

collection (Collection) – 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(collection) Array[AssetData] or None

Get the assets in the given collection.

Parameters:

collection (Collection) – The collection from which to retrieve assets.

Returns:

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

out_assets (Array[AssetData]): The assets found in the collection.

Return type:

Array[AssetData] or None

get_base_game_collection_container() CollectionContainerSource

Get the collection container for the base game.

Returns:

The collection container for the base game.

Return type:

CollectionContainerSource

get_collection_containers() Array[CollectionContainerSource]

Gets all available collection containers.

Returns:

Array of all collection containers.

Return type:

Array[CollectionContainerSource]

get_collections(container) Array[Collection] or None

Get all available collections in the specified container.

Parameters:

container (CollectionContainerSource) – The container to retrieve collections from. “None” defaults to the base game’s container.

Returns:

True if OutCollections contains at least one collection, false otherwise (see the output log for details on error).

out_collections (Array[Collection]): The collections found in the container.

Return type:

Array[Collection] or None

get_collections_by_name(container, collection) Array[Collection] or None

Gets the given collections in the given container (matching only by name).

Parameters:
  • container (CollectionContainerSource) – The container to search. “None” defaults to the base game’s container.

  • collection (Name) – The collection to look for.

Returns:

True if OutCollections contains at least one collection, false otherwise (see the output log for details on error).

out_collections (Array[Collection]): The collections found.

Return type:

Array[Collection] or None

get_collections_containing_asset(container, asset_path) Array[Collection] or None

Get the collections in the specified container that contain the given asset.

Parameters:
  • container (CollectionContainerSource) – Container to search for collections containing the given asset. “None” defaults to the base game’s container.

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

Returns:

True if the container exists, false otherwise (see the output log for details on error).

out_collections (Array[Collection]): Array of the collections that contain the asset.

Return type:

Array[Collection] or None

get_collections_containing_asset_data(container, asset_data) Array[Collection] or None

Get the collections in the specified container that contain the given asset.

Parameters:
  • container (CollectionContainerSource) – Container to search for collections containing the given asset. “None” defaults to the base game’s container.

  • asset_data (AssetData) – Asset to test.

Returns:

True if the container exists, false otherwise (see the output log for details on error).

out_collections (Array[Collection]): Array of the collections that contain the asset.

Return type:

Array[Collection] or None

get_collections_containing_asset_ptr(container, asset_ptr) Array[Collection] or None

Get the collections in the specified container that contain the given asset.

Parameters:
  • container (CollectionContainerSource) – Container to search for collections containing the given asset. “None” defaults to the base game’s container.

  • asset_ptr (Object) – Asset to test.

Returns:

True if the container exists, false otherwise (see the output log for details on error).

out_collections (Array[Collection]): Array of the collections that contain the asset.

Return type:

Array[Collection] or None

remove_asset_data_from_collection(collection, asset_data) bool

Remove the given asset from the given collection.

Parameters:
  • collection (Collection) – 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(collection, asset_datas) 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_from_collection(collection, asset_path) bool

Remove the given asset from the given collection.

Parameters:
  • collection (Collection) – 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

remove_asset_ptr_from_collection(collection, asset_ptr) bool

Remove the given asset from the given collection.

Parameters:
  • collection (Collection) – 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(collection, asset_ptrs) 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_assets_from_collection(collection, asset_paths) bool

Remove the given assets from the given collection.

Parameters:
  • collection (Collection) – The collection to modify.

  • asset_paths (Array[SoftObjectPath]) – Assets to remove (their paths, 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

rename_collection(collection, new_name, new_share_type) bool

Rename the given collection.

Parameters:
  • collection (Collection) – The collection to rename.

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

  • new_share_type (CollectionShareType) – New share type to give to the collection (local, private, or shared).

Returns:

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

Return type:

bool

reparent_collection(collection, new_parent_collection) bool

Re-parent the given collection.

Parameters:
  • collection (Collection) – The collection to re-parent.

  • new_parent_collection (Collection) – The new parent collection, or “None” to have the collection become a root collection.

Returns:

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

Return type:

bool