unreal.PrimaryAssetRules
¶
- class unreal.PrimaryAssetRules¶
Bases:
unreal.StructBase
Structure defining rules for what to do with assets, this is defined per type and can be overridden per asset
C++ Source:
Module: Engine
File: AssetManagerTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
apply_recursively
(bool): [Read-Write] If true, this rule will apply to all referenced Secondary Assets recursively, as long as they are not managed by a higher-priority Primary Asset.chunk_id
(int32): [Read-Write] Assets will be put into this Chunk ID specifically, if set to something other than -1. The default Chunk is Chunk 0.cook_rule
(PrimaryAssetCookRule): [Read-Write] Rule describing when this asset should be cooked.priority
(int32): [Read-Write] Primary Assets with a higher priority will take precedence over lower priorities when assigning management for referenced assets. If priorities match, both will manage the same Secondary Asset.