unreal.PrimaryAssetId¶
- class unreal.PrimaryAssetId(primary_asset_type: PrimaryAssetType = Ellipsis, primary_asset_name: Name = 'None')¶
Bases:
StructBaseThis identifies an object as a “primary” asset that can be searched for by the AssetManager and used in various tools
C++ Source:
Module: CoreUObject
File: PrimaryAssetId.h
Editor Properties: (see get_editor_property/set_editor_property)
primary_asset_name(Name): [Read-Write] An FName describing this asset. This is usually the short name of the object, but could be a full asset path for things like maps, or objects with GetPrimaryId() overridden.“PrimaryAssetType:PrimaryAssetName” should form a unique name across your project.
primary_asset_type(PrimaryAssetType): [Read-Write] An FName describing the logical type of this object, usually the name of a base UClass. For example, any Blueprint derived from APawn will have a Primary Asset Type of “Pawn”.“PrimaryAssetType:PrimaryAssetName” should form a unique name across your project.
- __ne__(other: object) bool¶
Overloads:
PrimaryAssetIdReturns true if the values are not equal (A != B)
- get_class()¶
Returns the Blueprint Class associated with a Primary Asset Id, this will only return a valid object if it is in memory, it will not load it
- get_current_bundle_state(force_current_state) Array[Name] or None¶
Returns the list of loaded bundles for a given Primary Asset. This will return false if the asset is not loaded at all. If ForceCurrentState is true it will return the current state even if a load is in process
- get_object() Object¶
Returns the Object associated with a Primary Asset Id, this will only return a valid object if it is in memory, it will not load it
- Return type:
- get_soft_class_reference() Class¶
Returns the Blueprint Class Id associated with a Primary Asset Id, this works even if the asset is not loaded
- Return type:
- get_soft_object_reference() Object¶
Returns the Object Id associated with a Primary Asset Id, this works even if the asset is not loaded
- Return type:
- property primary_asset_name: Name¶
[Read-Write] An FName describing this asset. This is usually the short name of the object, but could be a full asset path for things like maps, or objects with GetPrimaryId() overridden. “PrimaryAssetType:PrimaryAssetName” should form a unique name across your project.
- Type:
(Name)
- property primary_asset_type: PrimaryAssetType¶
[Read-Write] An FName describing the logical type of this object, usually the name of a base UClass. For example, any Blueprint derived from APawn will have a Primary Asset Type of “Pawn”. “PrimaryAssetType:PrimaryAssetName” should form a unique name across your project.
- Type: