unreal.PrimaryAssetType¶
- class unreal.PrimaryAssetType(name: Name = 'None')¶
Bases:
StructBaseA primary asset type, represented as an FName internally and implicitly convertible back and forth This exists so the blueprint API can understand it’s not a normal FName
C++ Source:
Module: CoreUObject
File: PrimaryAssetId.h
Editor Properties: (see get_editor_property/set_editor_property)
name(Name): [Read-Write] The FName representing this type
- __eq__(other: object) bool¶
Overloads:
PrimaryAssetTypeReturns true if the values are equal (A == B)
- __ne__(other: object) bool¶
Overloads:
PrimaryAssetTypeReturns true if the values are not equal (A != B)
- get_primary_asset_id_list() Array[PrimaryAssetId]¶
Returns list of PrimaryAssetIds for a PrimaryAssetType
- Returns:
out_primary_asset_id_list (Array[PrimaryAssetId]):
- Return type: