UAssetActionUtility

Base class for all asset action-related utilities Any functions/events that are exposed on derived classes that have the correct signature will be included as menu options when right-clicking on a group of assets in the content browser.

Unreal Engine C++ API Reference > Editor > Blutility

Inheritance Hierarchy

References

   
Module Blutility
Header /Engine/Source/Editor/Blutility/Classes/AssetActionUtility.h
Include #include "AssetActionUtility.h"

Syntax

class UAssetActionUtility :  
    public [UEditorUtilityObject](API\Editor\Blutility\UEditorUtilityObject),  
    public [IEditorUtilityExtension](API\Editor\Blutility\IEditorUtilityExtension)  

Remarks

Base class for all asset action-related utilities Any functions/events that are exposed on derived classes that have the correct signature will be included as menu options when right-clicking on a group of assets in the content browser.

Variables

Type Name Description
TArray< TSoftCl... SupportedClasses The supported classes controls the list of classes that may be operated on by all of the asset functions in this utility class.
TArray< FAssetA... SupportedConditions The supported conditions for any asset to use these utility functions.

Functions

Type Name Description
const TArray... GetSupportedClasses () Gets the statically determined supported classes, these classes are used as a first pass filter when determining if we can utilize this asset utility action on the asset.
bool IsActionForBlueprints () Returns whether or not this action is designed to work specifically on Blueprints (true) or on all assets (false).

Overridden from UObject

Type Name Description
void GetAssetRegistryTags ( TArray< FAssetRegistryTag >& OutTa... ) Begin UObject.

Deprecated Functions

Type Name Description
UClass * GetSupportedClass () GetSupportedClasses() instead, but ideally you're not requesting this directly and are instead using the FAssetActionUtilityPrototype to wrap access to an unload utility asset.

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