The asset will fail if the filter includes the PackagePath /Game/NotMeshes and the Class UStaticMesh. There are two components that each have one element. The asset will fail if the filter includes the PackagePath /Game/Meshes and ONLY the Class UParticleSystem. There are two components where the first has one element and the second has two. The asset will pass if the filter includes the PackagePath /Game/Meshes and Classes UParticleSystem AND UStaticMesh. There is only one component which has one element. The asset will pass if the filter includes only the PackagePath /Game/Meshes. To satisfy a component, an asset must match ANY of the elements within.įor example, if a StaticMesh asset exists whose path is /Game/Meshes/BeachBall: An asset passes a filter if it satisfies ALL components. A filter is comprised of multiple components:Ī component may have more than one element. If you just want to check if an asset is loaded, use IsAssetLoaded() instead.Ī FARFilter can be supplied when invoking GetAssets() to create a list of assets which areįiltered down by multiple criteria. This will load the asset if needed then return it. Converting FAssetData to UObject*įAssetData objects have a function named GetAsset() which will return the UObject* that theįAssetData represents. If you need to form a list of assets using multiple criteria, use GetAssets() and supply aįARFilter struct as described in the Creating a Filter section. Returns a list of assets with the specified set of tags and values. Returns a list of assets with the specified object paths. Returns a list of assets in a specified path. Returns a list of assets from a particular package. You can also form lists using other criteria by invoking one of the following functions: See Tags and Values for more information. The map of values for properties that were marked AssetRegistrySearchable. The name of the asset without the package or groups. ' delimited list of group names in which the asset is found. The path to the package in which the asset is found. The name of the package in which the asset is found. The object path for the asset in the form. Here is a list of its members and descriptions: This will return a list of FAssetData objects which describe assets that may be loaded or unloaded.įAssetData objects hold information about an asset that can be determined before it is loaded. To form a list of assets by class, simply load the Asset Registry module then invoke Module.Get().GetAssetsB圜lass() FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked("AssetRegistry") Ĭonst UClass* Class = UStaticMesh::StaticClass() ĪssetRegistryModule.Get().GetAssetsB圜lass(Class->GetFName(), AssetData) The Content Browser is the primary consumer for this system, but it may be used anywhere in editor code. The information is authoritative and is kept up to date automatically as assets are changed in memory or files are changed on disk. This information is stored in memory so the editor can create lists of assets without loading them. The Asset Registry is an editor subsystem which gathers information about unloaded assets asynchronously as the editor loads.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |