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Unreal Engine C++ API Reference > Editor > AssetDefinition > UAssetDefinitionRegistry
References
Module | AssetDefinition |
Header | /Engine/Source/Editor/AssetDefinition/Public/AssetDefinitionRegistry.h |
Include | #include "AssetDefinitionRegistry.h" |
Source | /Engine/Source/Editor/AssetDefinition/Private/AssetDefinitionRegistry.cpp |
void RegisterAssetDefinition ( [UAssetDefinition](API\Editor\AssetDefinition\UAssetDefinition) * AssetDefinition )
Remarks
Normally UAssetDefinitionRegistry are registered automatically by their CDO. The only reason you need to do this is if you're forced to dynamically create the UAssetDefinition at runtime. The original reason for this function was to be able to create wrappers for the to be replaced IAssetTypeActions, that you can access AssetDefinition versions of any IAssetType making the upgrade easier.