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API > API/Editor > API/Editor/UnrealEd > API/Editor/UnrealEd/FAssetRegistryGenerator
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FString GetPakChunkNameForId
(
const int32 PakChunkId |
Commandlets/AssetRegistryGenerator.h | ||
FString GetPakChunkNameForId
(
const TMap< int32, FString >& ChunkIdToStringOveride, |
Returns the PakChunkName for the given chunk id. | Commandlets/AssetRegistryGenerator.h |
GetPakChunkNameForId(const int32)
| Name | GetPakChunkNameForId |
| Type | function |
| Header File | /Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h |
| Include Path | #include "Commandlets/AssetRegistryGenerator.h" |
| Source | /Engine/Source/Editor/UnrealEd/Private/Commandlets/AssetRegistryGenerator.cpp |
FString GetPakChunkNameForId
(
const int32 PakChunkId
)
GetPakChunkNameForId(const TMap< int32, FString > &, const int32)
Description
Returns the PakChunkName for the given chunk id. When a PakChunkId is overridden name will be wrapped by the Delimiter - so that there is an agreed format for regexing on later when loading these. Paks will fall into the format of: PakChunk0.pak PakChunk-MyName-.pak
| Name | GetPakChunkNameForId |
| Type | function |
| Header File | /Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h |
| Include Path | #include "Commandlets/AssetRegistryGenerator.h" |
| Source | /Engine/Source/Editor/UnrealEd/Private/Commandlets/AssetRegistryGenerator.cpp |
FString GetPakChunkNameForId
(
const TMap < int32, FString > & ChunkIdToStringOveride,
const int32 PakChunkId
)