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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Engine
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UAssetManager
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Engine/AssetManager.h |
| Include | #include "Engine/AssetManager.h" |
Syntax
UCLASS (MinimalAPI)
class UAssetManager : public UObject
Remarks
A singleton UObject that is responsible for loading and unloading PrimaryAssets, and maintaining game-specific asset references Games should override this class and change the class reference
Variables
| Type | Name | Description | |
|---|---|---|---|
| TArray< FString > | AddedAssetSearchRoots | List of dynamic asset search roots added past startup | |
| TArray< FString > | AllAssetSearchRoots | All asset search roots including startup ones | |
| TArray< FString > | AlreadyScannedDirectories | List of directories that have already been synchronously scanned | |
| TMap< FSoftObjectPath, FPrimaryAssetId > | AssetPathMap | Map from object path to Primary Asset Id | |
| TMap< FSoftObjectPath, FSoftObjectPath > | AssetPathRedirects | ||
| TMap< FPrimaryAssetId, FPrimaryAssetRulesExplicitOverride > | AssetRuleOverrides | Overridden asset management data for specific types | |
| bool | bHasCompletedInitialScan | True if we have passed the initial asset registry/type scan | |
| bool | bIncludeOnlyOnDiskAssets | True if only on-disk assets should be searched by the asset registry | |
| bool | bIsGlobalAsyncScanEnvironment | True if we are running a build that is already scanning assets globally so we can perhaps avoid scanning paths synchronously | |
| bool | bIsLoadingFromPakFiles | True if we are loading from pak files | |
| bool | bIsManagementDatabaseCurrent | True if the asset management database is up to date | |
| bool | bIsPrimaryAssetDirectoryCurrent | True if asset data is current, if false it will need to rescan before PIE | |
| bool | bObjectReferenceListDirty | ||
| bool | bOnlyCookProductionAssets | If true, DevelopmentCook assets will error when they are cooked | |
| bool | bShouldAcquireMissingChunksOnLoad | True if the chunk install interface should be queries before loading assets | |
| bool | bShouldGuessTypeAndName | True if PrimaryAssetType/Name will be implied for loading assets that don't have it saved on disk. | |
| bool | bShouldUseSynchronousLoad | True if we should always use synchronous loads, this speeds up cooking | |
| bool | bTargetPlatformsAllowDevelopmentObjects | Suppresses bOnlyCookProductionAssets based on the AllowsDevelopmentObjects() property of the TargetPlatforms being cooked. | |
| bool | bUpdateManagementDatabaseAfterScan | True if the asset management database should be updated after scan completes | |
| TMap< FPrimaryAssetId, TSharedPtr< FAssetBundleData, ESPMode::ThreadSafe > > | CachedAssetBundles | Cached map of asset bundles, global and per primary asset | |
| TMap< int32, FAssetManagerChunkInfo > | CachedChunkMap | Cached map of chunk ids to lists of assets in that chunk | |
| FDelegateHandle | ChunkInstallDelegateHandle | Delegate bound to chunk install | |
| TMap< FPrimaryAssetId, TArray< FPrimaryAssetId > > | ManagementParentMap | Map from PrimaryAssetId to list of PrimaryAssetIds that are the parent of this one, for determining chunking/cooking | |
| int32 | NumberOfSpawnedNotifications | Number of notifications seen in this update | |
| int32 | NumBulkScanRequests | >0 if we are currently in bulk scanning mode | |
| TArray< TObjectPtr< UObject > > | ObjectReferenceList | List of UObjects that are being kept from being GCd, derived from the asset type map. | |
| FOnAddedAssetSearchRoot | OnAddedAssetSearchRootDelegate | Delegate called when a new asset search root is registered | |
| TArray< FPendingChunkInstall > | PendingChunkInstalls | List of chunk installs that are being waited for | |
| TMap< FPrimaryAssetId, FGuid > | PrimaryAssetEncryptionKeyCache | Cache of encryption keys used by each primary asset | |
| TMap< FString, FString > | PrimaryAssetIdRedirects | ||
| TMap< FPrimaryAssetId, TArray< FName > > | PrimaryAssetStateBeforePIE | Copy of the asset state before PIE was entered, return to that when PIE completes | |
| TMap< FName, FName > | PrimaryAssetTypeRedirects | Redirector maps loaded out of AssetMigrations.ini | |
| FStreamableManager | StreamableManager | The streamable manager used for all primary asset loading | |
| TSet< FPrimaryAssetId > | WarningInvalidAssets | List of assets we have warned about being missing |
Constructors
| Type | Name | Description | |
|---|---|---|---|
| Constructor |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AcquireChunkList
(
const TArray< int32 >& ChunkList, |
Call to start acquiring a list of chunks | |
| void | AcquireResourcesForAssetList
(
const TArray< FSoftObjectPath >& AssetList, |
||
| void | AcquireResourcesForAssetList
(
const TArray< FSoftObjectPath >& AssetList, |
Acquires a set of chunks using the platform chunk layer, then calls the passed in callback | |
| void | AcquireResourcesForPrimaryAssetList
(
const TArray< FPrimaryAssetId >& PrimaryAssetList, |
Acquires a set of chunks using the platform chunk layer, then calls the passed in callback. | |
| void | AddAssetSearchRoot
(
const FString& NewRootPath |
Register a new asset search root of the form /AssetRoot, will notify other systems about change | |
| bool | AddDynamicAsset
(
const FPrimaryAssetId& PrimaryAssetId, |
Adds or updates a Dynamic asset, which is a runtime-specified asset that has no on disk representation, so has no FAssetData. | |
| void | ApplyCustomPrimaryAssetRulesOverride
(
const FPrimaryAssetRulesCustomOverride& CustomOverride |
Apply a single custom primary asset rule, calls function below | |
| void | Handles applying Asset Labels and should be overridden to do any game-specific labelling | ||
| TMap< int32, FAssetManagerChunkInfo > | BuildChunkMap
(
const TSet< FName >& PackagesToUpdateChunksFor |
Used by UpdateManagementDatabase to build the CachedChunkMap. Should return a new cachedChunkMap. | |
| EPrimaryAssetCookRule | CalculateCookRuleUnion
(
const TMap< FPrimaryAssetId, UE::AssetRegistry::EDependencyProperty >& Managers, |
Helper function for GetPackageCookRule. | |
| void | CallOrRegister_OnAssetManagerCreated
(
FSimpleMulticastDelegate::FDelegate&& Delegate |
Register a delegate to call when the asset manager singleton is spawned, if this has already happened call immediately | |
| void | CallOrRegister_OnCompletedInitialScan
(
FSimpleMulticastDelegate::FDelegate&& Delegate |
Register a delegate to call when all types are scanned at startup, if this has already happened call immediately | |
| void | |||
| TSharedPtr< FStreamableHandle > | ChangeBundleStateForMatchingPrimaryAssets
(
const TArray< FName >& NewBundles, |
Changes the bundle state of all loaded primary assets. | |
| TSharedPtr< FStreamableHandle > | ChangeBundleStateForPrimaryAssets
(
const TArray< FPrimaryAssetId >& AssetsToChange, |
Changes the bundle state of a set of loaded primary assets. | |
| FPrimaryAssetId | CreatePrimaryAssetIdFromChunkId
(
int32 ChunkId |
Creates a PrimaryAssetId from a chunk id | |
| FPrimaryAssetId | DeterminePrimaryAssetIdForObject
(
const UObject* Object |
If bShouldManagerDetermineTypeAndName is true in settings, this function is used to determine the primary asset id for any object that does not have it's own implementation. | |
| bool | DoesAssetMatchSearchRules
(
const FAssetData& AssetData, |
Helper function to check if a single asset passes restrictions in SearchRules, this can be used when an asset is manually registered | |
| bool | DoesPrimaryAssetMatchCustomOverride
(
FPrimaryAssetId PrimaryAssetId, |
Sees if a specific primary asset passes the custom override filter, subclass this to handle FilterString | |
| void | Dumps information about the Asset Registry to log | ||
| void | Dumps out summary of managed types to log | ||
| void | DumpBundlesForAsset
(
const TArray< FString >& Args |
Shows a list of all bundles for the specified primary asset by primary asset id (i.e. Map:Entry) | |
| void | Dumps out list of loaded asset bundles to log | ||
| void | DumpReferencersForPackage
(
const TArray< FString >& PackageNames |
Dumps out list of primary asset -> managed assets to log | |
| void | EndPIE
(
bool bStartSimulate |
Called after PIE ends, resets loading state | |
| bool | ExpandVirtualPaths
(
TArray< FString >& InOutPaths |
Expands a list of paths that potentially use virtual paths into real directory and package paths. | |
| int32 | ExtractChunkIdFromPrimaryAssetId
(
const FPrimaryAssetId& PrimaryAssetId |
Extracts a chunk id from a primary asset id, returns INDEX_NONE if it is not PackageChunkType | |
| FPrimaryAssetId | ExtractPrimaryAssetIdFromData
(
const FAssetData& AssetData, |
Parses AssetData to extract the primary type/name from it. | |
| void | ExtractSoftObjectPaths
(
const UStruct* Struct, |
Extracts all FSoftObjectPaths from a Class/Struct | |
| bool | FindMissingChunkList
(
const TArray< FSoftObjectPath >& AssetList, |
Returns the list of Chunks that are not currently mounted, and are required to load the referenced assets. | |
| void | Finishes initial loading, gets called from end of Engine::Init() | ||
| void | GatherPublicAssetsForPackage
(
FName PackagePath, |
Scans the respective PackagePath for public assets to include in PackagesToCook | |
| UAssetManager & | Get () |
Returns the current AssetManager object | |
| void | GetAllReferencersForPackage
(
TSet< FAssetData >& OutFoundAssets, |
Finds all the referencers for a set of packages. | |
| bool | GetAssetBundleEntries
(
const FPrimaryAssetId& BundleScope, |
Appends all AssetBundleInfos inside a given scope | |
| FAssetBundleEntry | GetAssetBundleEntry
(
const FPrimaryAssetId& BundleScope, |
Returns a single AssetBundleInfo, matching Scope and Name | |
| bool | GetAssetDataForPath
(
const FSoftObjectPath& ObjectPath, |
Gets the FAssetData at a specific path, handles redirectors and blueprint classes correctly. | |
| void | GetAssetDataForPathInternal
(
IAssetRegistry& AssetRegistry, |
Internal helper function that attempts to get asset data from the specified path; Accounts for possibility of blueprint classes ending in _C | |
| FSoftObjectPath | GetAssetPathForData
(
const FAssetData& AssetData |
Turns an FAssetData into FSoftObjectPath, handles adding _C as necessary | |
| IAssetRegistry & | Accessor for asset registry | ||
| const TArray< FString > & | GetAssetSearchRoots
(
bool bIncludeDefaultRoots |
Returns all the game asset roots, includes /Game by default and any dynamic ones | |
| void | GetCachedPrimaryAssetEncryptionKeyGuid
(
FPrimaryAssetId InPrimaryAssetId, |
Get the encryption key guid attached to this primary asset. | |
| FGuid | GetChunkEncryptionKeyGuid
(
int32 InChunkId |
Retrieve the encryption key guid for a given chunk ID | |
| const TMap< int32, FAssetManagerChunkInfo > & | Returns the chunk information map computed during UpdateManagementDatabase | ||
| void | GetContentEncryptionConfig
(
FContentEncryptionConfig& OutContentEncryptionConfig |
Gathers information about which assets the game wishes to encrypt into named groups | |
| int32 | GetContentEncryptionGroupChunkID
(
FName InGroupName |
For a given content encryption group name (as defined in the content encryption config that the project provides, return the relevant chunk ID | |
| bool | GetContentRootPathFromPackageName
(
const FString& PackageName, |
Returns the root path for the package name or path (i.e. /Game/MyPackage would return /Game/ ). | |
| TSet< int32 > | GetEncryptedChunkIDsForPackage
(
FName InPackageName |
Get the encrypted chunk assignments for a give package. | |
| FName | Get the asset registry tag name for encryption key data | ||
| UAssetManager * | Returns the current global singleton AssetManager if it has been constructed, null otherwise | ||
| UAssetManager * | GetIfValid () |
||
| bool | GetManagedPackageList
(
FPrimaryAssetId PrimaryAssetId, |
Returns list of asset packages managed by primary asset | |
| FPrimaryAssetData * | GetNameData
(
const FPrimaryAssetId& PrimaryAssetId, |
Returns the NameData for a specific type/name pair | |
| const FPrimaryAssetData * | GetNameData
(
const FPrimaryAssetId& PrimaryAssetId, |
||
| FString | GetNormalizedPackagePath
(
const FString& InPath, |
||
| bool | GetPackageChunkIds
(
FName PackageName, |
For a given package and platform, return what Chunks it should be assigned to, games can override this as needed. | |
| EPrimaryAssetCookRule | GetPackageCookRule
(
FName PackageName |
Returns cook rule for a package name using Management rules, games should override this to take into account their individual workflows | |
| bool | GetPackageManagers
(
FName PackageName, |
Returns PrimaryAssetIds that manage a package, with property describing the reference (direct or indirect). | |
| bool | GetPackageManagers
(
FName PackageName, |
Returns list of PrimaryAssetIds that manage a package. | |
| void | GetPreviousPrimaryAssetIds
(
const FPrimaryAssetId& NewId, |
Reads redirector list and gets a list of the redirected previous names for a Primary Asset Id | |
| void | GetPrimaryAssetBundleStateMap
(
TMap< FPrimaryAssetId, TArray< FName > >& BundleStateMap, |
Fills in a TMap with the pending/active loading state of every asset | |
| bool | GetPrimaryAssetData
(
const FPrimaryAssetId& PrimaryAssetId, |
Gets the FAssetData for a primary asset with the specified type/name, will only work for once that have been scanned for already. | |
| bool | GetPrimaryAssetDataList
(
FPrimaryAssetType PrimaryAssetType, |
Gets list of all FAssetData for a primary asset type, returns true if any were found | |
| TSharedPtr< FStreamableHandle > | GetPrimaryAssetHandle
(
const FPrimaryAssetId& PrimaryAssetId, |
Returns the loading handle associated with the primary asset, it can then be checked for progress or waited on | |
| FPrimaryAssetId | GetPrimaryAssetIdForData
(
const FAssetData& AssetData |
Returns the primary asset Id for the given FAssetData, only works if in directory | |
| FPrimaryAssetId | GetPrimaryAssetIdForObject
(
UObject* Object |
Sees if the passed in object is a registered primary asset, if so return it. | |
| FPrimaryAssetId | GetPrimaryAssetIdForPackage
(
FName PackagePath |
Sees if the package has a primary asset, useful if only the package name is available | |
| FPrimaryAssetId | GetPrimaryAssetIdForPath
(
const FSoftObjectPath& ObjectPath |
Sees if the passed in object path is a registered primary asset, if so return it. | |
| FPrimaryAssetId | GetPrimaryAssetIdForPath
(
FName ObjectPath |
||
| bool | GetPrimaryAssetIdList
(
FPrimaryAssetType PrimaryAssetType, |
Gets list of all FPrimaryAssetId for a primary asset type, returns true if any were found | |
| bool | GetPrimaryAssetLoadList
(
TArray< FSoftObjectPath >& OutAssetLoadList, |
Fills in a array of unique object paths with the assets that need to be loaded, for a given Primary Asset and bundle list | |
| bool | GetPrimaryAssetLoadSet
(
TSet< FSoftObjectPath >& OutAssetLoadSet, |
Fills in a set of object paths with the assets that need to be loaded, for a given Primary Asset and bundle list. | |
| UObject * | GetPrimaryAssetObject
(
const FPrimaryAssetId& PrimaryAssetId |
Gets the in-memory UObject for a primary asset id, returning nullptr if it's not in memory. | |
| AssetType * | GetPrimaryAssetObject
(
const FPrimaryAssetId& PrimaryAssetId |
Templated versions of above | |
| TSubclassOf< AssetType > | GetPrimaryAssetObjectClass
(
const FPrimaryAssetId& PrimaryAssetId |
||
| bool | GetPrimaryAssetObjectList
(
FPrimaryAssetType PrimaryAssetType, |
Gets list of all loaded objects for a primary asset type, returns true if any were found. | |
| FSoftObjectPath | GetPrimaryAssetPath
(
const FPrimaryAssetId& PrimaryAssetId |
Gets the FSoftObjectPath for a primary asset type and name, returns invalid if not found | |
| bool | GetPrimaryAssetPathList
(
FPrimaryAssetType PrimaryAssetType, |
Gets the list of all FSoftObjectPaths for a given type, returns true if any found | |
| FPrimaryAssetRules | GetPrimaryAssetRules
(
FPrimaryAssetId PrimaryAssetId |
Gets the management rules for a specific asset, this will merge the type and individual values | |
| bool | GetPrimaryAssetSetChunkIds
(
const TSet< FPrimaryAssetId >& PrimaryAssetSet, |
Returns the list of chunks assigned to the list of primary assets, which is usually a manager list. | |
| bool | GetPrimaryAssetsWithBundleState
(
TArray< FPrimaryAssetId >& PrimaryAssetList, |
Returns a list of primary assets that are in the given bundle state. | |
| bool | GetPrimaryAssetTypeInfo
(
FPrimaryAssetType PrimaryAssetType, |
Gets metadata for a specific asset type, returns false if not found | |
| void | GetPrimaryAssetTypeInfoList
(
TArray< FPrimaryAssetTypeInfo >& AssetTypeInfoList |
Gets list of all primary asset types infos | |
| FName | GetRedirectedAssetPath
(
FName OldPath |
Reads AssetManagerSettings for specifically redirected asset paths. | |
| FSoftObjectPath | GetRedirectedAssetPath
(
const FSoftObjectPath& OldPath |
||
| FPrimaryAssetId | GetRedirectedPrimaryAssetId
(
const FPrimaryAssetId& OldId |
Tries to redirect a Primary Asset Id, using list in AssetManagerSettings | |
| bool | GetResourceAcquireProgress
(
int32& OutAcquiredCount, |
Returns the chunk download/install progress. | |
| const UAssetManagerSettings & | GetSettings () |
Return settings object | |
| FStreamableManager & | Accesses the StreamableManager used by this Asset Manager. Static for easy access | ||
| FTimerManager * | Returns a timer manager that is safe to use for asset loading actions. | ||
| FName | GetUniqueAssetRegistryName
(
int32 InChunkIndex |
Determine if we should separate the asset registry for this chunk out into its own file and return the unique name that identifies it | |
| bool | HandleCookCommand
(
FStringView Token |
Processes a command token as part of cooking. | |
| bool | Returns true if initial scan has completed, this can be pretty late in editor builds | ||
| void | InitializeAssetBundlesFromMetadata
(
const UStruct* Struct, |
Initializes asset bundle data from a passed in struct or class, this will read the AssetBundles metadata off the UProperties. | |
| void | InitializeAssetBundlesFromMetadata
(
const UObject* Object, |
UObject wrapper | |
| void | Invalidate cached asset data so it knows to rescan when needed | ||
| bool | IsAssetDataBlueprintOfClassSet
(
const FAssetData& AssetData, |
Checks to see if the given asset data is a blueprint with a base class in the ClassNameSet. | |
| bool | |||
| bool | Returns true if the global singleton AssetManager has been constructed. | ||
| bool | IsPathExcludedFromScan
(
const FString& Path |
Returns true if path should be excluded from primary asset scans, called from ShouldIncludeInAssetSearch and in the editor | |
| bool | Returns true if we're in the middle of handling the initial config, false if this is being called from something else like a plugin | ||
| bool | IsValid () |
||
| TSharedPtr< FStreamableHandle > | LoadAssetList
(
TArray< FSoftObjectPath >&& AssetList, |
Rvalue reference overload for Asset List | |
| TSharedPtr< FStreamableHandle > | LoadAssetList
(
const TArray< FSoftObjectPath >& AssetList, |
Load non primary assets with the primary streamable manager. | |
| TSharedPtr< FStreamableHandle > | LoadAssetListInternal
(
TArray< FSoftObjectPath >&& AssetList, |
Called to load asset list | |
| TSharedPtr< FStreamableHandle > | LoadPrimaryAsset
(
const FPrimaryAssetId& AssetToLoad, |
Single asset wrapper | |
| TSharedPtr< FStreamableHandle > | LoadPrimaryAssets
(
const TArray< FPrimaryAssetId >& AssetsToLoad, |
Loads a list of Primary Assets. | |
| TSharedPtr< FStreamableHandle > | LoadPrimaryAssetsWithType
(
FPrimaryAssetType PrimaryAssetType, |
Loads all assets of a given type, useful for cooking | |
| void | Loads the redirector maps | ||
| void | ModifyCook
(
TConstArrayView< const ITargetPlatform* > TargetPlatforms, |
Gets package names to add to the cook, and packages to never cook even if in startup set memory or referenced | |
| void | ModifyCookReferences
(
FName PackageName, |
If the given package contains a primary asset, get the packages referenced by its AssetBundleEntries. | |
| void | ModifyDLCBasePackages
(
const ITargetPlatform* TargetPlatform, |
Allows for game code to modify the base packages that have been read in from the DevelopmentAssetRegistry when performing a DLC cook. | |
| void | ModifyDLCCook
(
const FString& DLCName, |
Gets package names to add to a DLC cook | |
| void | NormalizePackagePath
(
FString& InOutPath, |
Normalize a package path for use in asset manager, will remove duplicate // and add or remove a final slash as desired | |
| bool | OnAssetRegistryAvailableAfterInitialization
(
FName InName, |
Called when a new asset registry becomes available | |
| void | Called when asset registry is done loading off disk, will finish any deferred loads | ||
| void | OnAssetRemoved
(
const FAssetData& Data |
When an asset is removed | |
| void | OnAssetRenamed
(
const FAssetData& NewData, |
When asset is renamed | |
| void | OnAssetStateChangeCompleted
(
FPrimaryAssetId PrimaryAssetId, |
Called when an internal load handle finishes, handles setting to pending state | |
| void | OnChunkDownloaded
(
uint32 ChunkId, |
Called when a new chunk has been downloaded | |
| void | OnInMemoryAssetCreated
(
UObject* Object |
Handles updating manager when a new asset is created | |
| void | OnInMemoryAssetDeleted
(
UObject* Object |
Handles updating manager if deleted object is relevant | |
| void | OnObjectPreSave
(
UObject* Object, |
Called when object is saved | |
| void | |||
| void | |||
| void | Called after scanning is complete, either from FinishInitialLoading or after the AssetRegistry finishes | ||
| void | Called immediately after saving the asset registry during cooking | ||
| void | PreBeginPIE
(
bool bStartSimulate |
Called right before PIE starts, will refresh asset directory and can be overriden to preload assets | |
| void | |||
| TSharedPtr< FStreamableHandle > | PreloadPrimaryAssets
(
const TArray< FPrimaryAssetId >& AssetsToLoad, |
Preloads data for a set of assets in a specific bundle state, and returns a handle you must keep active. | |
| void | PreSaveAssetRegistry
(
const ITargetPlatform* TargetPlatform, |
Called immediately before saving the asset registry during cooking | |
| void | Call before many calls to ScanPaths to improve load performance. | ||
| void | Rebuilds the ObjectReferenceList, needed after global object state has changed | ||
| void | RecursivelyExpandBundleData
(
FAssetBundleData& BundleData |
This will expand out references in the passed in AssetBundleData that are pointing to other primary assets with bundles. | |
| void | RefreshAssetData
(
UObject* ChangedObject |
Refreshes cache of asset data for in memory object | |
| void | RefreshPrimaryAssetDirectory
(
bool bForceRefresh |
Refresh the entire set of asset data, can call from editor when things have changed dramatically. | |
| FDelegateHandle | Register_OnAddedAssetSearchRoot
(
FOnAddedAssetSearchRoot::FDelegate&& Delegate |
Call to register a callback executed when a new asset search root is added, can be used to scan for new assets | |
| bool | RegisterSpecificPrimaryAsset
(
const FPrimaryAssetId& PrimaryAssetId, |
Manually register a new or updated primary asset, returns true if it was successful | |
| void | Resets all asset manager data, called in the editor to reinitialize the config | ||
| void | RemovePrimaryAssetId
(
const FPrimaryAssetId& PrimaryAssetId |
Try to remove an old asset identifier when it has been deleted/renamed | |
| void | RemovePrimaryAssetType
(
FPrimaryAssetType PrimaryAssetType |
||
| void | RemoveScanPathsForPrimaryAssets
(
FPrimaryAssetType PrimaryAssetType, |
||
| int32 | ScanPathForPrimaryAssets
(
FPrimaryAssetType PrimaryAssetType, |
Single path wrapper | |
| int32 | ScanPathsForPrimaryAssets
(
FPrimaryAssetType PrimaryAssetType, |
Scans a list of paths and reads asset data for all primary assets of a specific type. | |
| void | ScanPathsSynchronous
(
const TArray< FString >& PathsToScan |
Helper function which requests the asset registery scan a list of directories/assets | |
| void | Called to apply the primary asset rule overrides from config | ||
| void | Scans all asset types specified in DefaultGame | ||
| int32 | SearchAssetRegistryPaths
(
TArray< FAssetData >& OutAssetDataList, |
Helper function to search the asset registry for AssetData matching search rules | |
| void | SetPrimaryAssetRules
(
FPrimaryAssetId PrimaryAssetId, |
Changes the management rules for a specific asset, this overrides the type rules. | |
| void | SetPrimaryAssetRulesExplicitly
(
FPrimaryAssetId PrimaryAssetId, |
||
| void | SetPrimaryAssetTypeRules
(
FPrimaryAssetType PrimaryAssetType, |
Changes the default management rules for a specified type | |
| bool | ShouldCookForPlatform
(
const UPackage* Package, |
Returns whether or not a specific UPackage should be cooked for the provied TargetPlatform | |
| bool | ShouldIncludeInAssetSearch
(
const FAssetData& AssetData, |
Filter function that is called from SearchAssetRegistryPaths, returns true if asset data should be included in search results | |
| bool | ShouldScanPrimaryAssetType
(
FPrimaryAssetTypeInfo& TypeInfo |
Returns true if the specified TypeInfo should be scanned. Can be overridden by the game | |
| EAssetSetManagerResult::Type | ShouldSetManager
(
const FAssetIdentifier& Manager, |
Function used during creating Management references to decide when to recurse and set references | |
| void | Should only be called from PushBulkScanning() and override | ||
| void | Starts initial load, gets called from InitializeObjectReferences | ||
| void | Should only be called from PopBulkScanning() and override | ||
| bool | TryUpdateCachedAssetData
(
const FPrimaryAssetId& PrimaryAssetId, |
Updates the asset data cached on the name data; returns false if the asset is not a valid primary asset. | |
| int32 | UnloadPrimaryAsset
(
const FPrimaryAssetId& AssetToUnload |
Single asset wrapper | |
| int32 | UnloadPrimaryAssets
(
const TArray< FPrimaryAssetId >& AssetsToUnload |
Unloads a list of Primary Assets that were previously Loaded. | |
| int32 | UnloadPrimaryAssetsWithType
(
FPrimaryAssetType PrimaryAssetType |
Loads all assets of a given type, useful for cooking | |
| void | Unregister_OnAddedAssetSearchRoot
(
FDelegateHandle DelegateHandle |
Unregister previously added callback | |
| void | UpdateManagementDatabase
(
bool bForceRefresh |
Updates the asset management database if needed | |
| bool | VerifyCanCookPackage
(
UE::Cook::ICookInfo* CookInfo, |
Returns true if the specified asset package can be cooked, will error and return false if it is disallowed | |
| void | WarnAboutInvalidPrimaryAsset
(
const FPrimaryAssetId& PrimaryAssetId, |
Warn about this primary asset id being missing, but only if this is the first time this session | |
| bool | WriteCustomReport
(
FString FileName, |
Helper function to write out asset reports |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | BeginDestroy () |
Called before destroying the object. | |
| void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
Classes
| Type | Name | Description | |
|---|---|---|---|
| FPendingChunkInstall | Defines a set of chunk installs that are waiting |
Constants
| Name | Description |
|---|---|
| AssetSearchRootsVirtualPath | Virtual path $AssetSearchRoots, replaced with all roots including defaults like /Game |
| DynamicSearchRootsVirtualPath | Virtual path $DynamicSearchRoots, replaced with dynamically added asset roots |
| MapType | Asset Type of UWorld assets |
| OnAssetManagerCreatedDelegate | Delegate called when the asset manager singleton is created |
| OnCompletedInitialScanDelegate | Delegate called when initial span finishes |
| PackageChunkType | Type representing a packaging chunk, this is a virtual type that is never loaded off disk |
| PrimaryAssetLabelType | Asset Type of Label used to tag other assets |
| SuppressionType | Asset Type used in return values to indicate that a specific asset of a given PrimaryAssetType should be suppressed and not considered a PrimaryAsset. |