unreal.PrimaryAssetId
¶
- class unreal.PrimaryAssetId(primary_asset_type: PrimaryAssetType = Ellipsis, primary_asset_name: Name = 'None')¶
Bases:
StructBase
This identifies an object as a “primary” asset that can be searched for by the AssetManager and used in various tools note: The full C++ class is located here: EngineSourceRuntimeCoreUObjectPublicUObjectPrimaryAssetId.h
C++ Source:
Module: CoreUObject
File: NoExportTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
primary_asset_name
(Name): [Read-Write] Primary Asset Name: The Name of this object, by default its short nameprimary_asset_type
(PrimaryAssetType): [Read-Write] Primary Asset Type: The Type of this object, by default its base class’s name
- __eq__(other: object) bool ¶
Overloads:
PrimaryAssetId
Returns true if the values are equal (A == B)
- __ne__(other: object) bool ¶
Overloads:
PrimaryAssetId
Returns 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] Primary Asset Name: The Name of this object, by default its short name
- Type:
(Name)
- property primary_asset_type: PrimaryAssetType¶
[Read-Write] Primary Asset Type: The Type of this object, by default its base class’s name
- Type: