unreal.PrimaryAssetLabel
¶
- class unreal.PrimaryAssetLabel(outer=None, name='None')¶
Bases:
unreal.PrimaryDataAsset
A seed file that is created to mark referenced assets as part of this primary asset
C++ Source:
Module: Engine
File: PrimaryAssetLabel.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_collection
(CollectionReference): [Read-Write] Collection to load asset references out ofexplicit_assets
(Array(Object)): [Read-Write] List of manually specified assets to labelexplicit_blueprints
(Array(Class)): [Read-Write] List of manually specified blueprint assets to labelis_runtime_label
(bool): [Read-Write] Set to true if the label asset itself should be cooked and available at runtime. This does not affect the assets that are labeled, they are set with cook rulelabel_assets_in_my_directory
(bool): [Read-Write] True to Label everything in this directory and sub directoriesrules
(PrimaryAssetRules): [Read-Write] Management rules for this specific asset, if set it will override the type rules