IAssetTypeActions

AssetTypeActions provide actions and other information about asset types

Unreal Engine C++ API Reference > Developer > AssetTools

Inheritance Hierarchy

References

   
Module AssetTools
Header /Engine/Source/Developer/AssetTools/Public/IAssetTypeActions.h
Include #include "IAssetTypeActions.h"

Syntax

class IAssetTypeActions : public [TSharedFromThis< IAssetTypeActions >](API\Runtime\Core\Templates\TSharedFromThis)  

Remarks

AssetTypeActions provide actions and other information about asset types

Destructors

Type Name Description
  ~IAssetTypeActions () Virtual destructor

Functions

Type Name Description
bool AssetsActivatedOverride ( const TArray< UObject* >& InO..., EAssetTypeActivationMethod::Type Ac... ) Allows overriding asset activation to perform asset type specific activation for the supplied assets.
void BuildBackendFilter ( FARFilter& InFilter ) Builds the filter for this class
bool CanDuplicate ( const FAssetData& InAsset, FText* OutErrorMsg ) Returns true if this asset can be duplicated
bool CanFilter () Returns true if this class can be used as a filter in the content browser
bool CanLocalize () Returns true if this class can be localized
bool CanMerge () Returns true if this class can be merged (either manually or automatically)
bool CanRename ( const FAssetData& InAsset, FText* OutErrorMsg ) Returns true if this asset can be renamed
void GetActions ( const TArray< UObject* >& InO..., FToolMenuSection& Section ) Generates a menu section for the specified objects.
void GetActions ( const TArray< UObject* >& InO..., FMenuBuilder& MenuBuilder ) Generates a menubuilder for the specified objects.
FText GetAssetDescription ( const FAssetData& AssetData ) Returns additional tooltip information for the specified asset, if it has any (otherwise return the null widget)
uint32 GetCategories () Returns the categories that this asset type appears in.
FText GetDisplayNameFromAssetData ( const FAssetData& AssetData ) Optionally gets a class display name for this asset (otherwise, returns empty text (e.g. `FText::GetEmpty()_)
FName GetFilterName () Returns name to use for filter in the content browser
const FSlate... GetIconBrush ( const FAssetData& InAssetData, const FName InClassName ) Returns icon brush unique for the given asset data. Returning null falls back to class icon brush.
FText GetName () Returns the name of this type
FString GetObjectDisplayName ( UObject* Object ) Returns the display name for that object.
void GetResolvedSourceFilePaths ( const TArray< UObject* >& Typ..., TArray< FString >& OutSourceFilePa... ) Collects the resolved source paths for the imported assets
void GetSourceFileLabels ( const TArray< UObject* >& Typ..., TArray< FString >& OutSourceFileLa... ) Collects the source file labels for the imported assets
const TArray... GetSubMenus () Returns array of sub-menu names that this asset type is parented under in the Asset Creation Context Menu.
UClass * GetSupportedClass () Get the supported class of this type.
const FSlate... GetThumbnailBrush ( const FAssetData& InAssetData, const FName InClassName ) Returns thumbnail brush unique for the given asset data.
UThumbnailIn... GetThumbnailInfo ( UObject* Asset ) Returns the thumbnail info for the specified asset, if it has one.
TSharedPtr< ... GetThumbnailOverlay ( const FAssetData& AssetData ) Optionally returns a custom widget to overlay on top of this assets' thumbnail
FColor GetTypeColor () Returns the color associated with this type
TArray< FAss... GetValidAssetsForPreviewOrEdit ( TArrayView< const FAssetData > InAs..., bool bIsPreview ) Returns the set of asset data that is valid to load.
bool HasActions ( const TArray< UObject* >& InO... ) Returns true if this class can supply actions for InObjects.
bool IsAssetDefinitionInDisguise () Returns if this is actually just an UAssetDefinition.
bool IsImportedAsset () Returns whether the asset was imported from an external source
void Merge ( UObject* BaseAsset, UObject* RemoteAsset, UObject* LocalAsset, const FOnMergeResolved& Resolution... ) Begins a merge between the specified assets
void Merge ( UObject* InObject ) Begins a merge operation for InObject (automatically determines remote/base versions needed to resolve)
void OpenAssetEditor ( const TArray< UObject* >& InO..., TSharedPtr< IToolkitHost > EditWith... ) Opens the asset editor for the specified objects.
void OpenAssetEditor ( const TArray< UObject* >& InO..., const EAssetTypeActivationOpenedMet..., TSharedPtr< IToolkitHost > EditWith... ) Opens the asset editor for the specified objects.
void PerformAssetDiff ( UObject* OldAsset, UObject* NewAsset, const FRevisionInfo& OldRevision, const FRevisionInfo& NewRevision ) Performs asset-specific diff on the supplied asset
bool ShouldCallGetActions () Returns true if we should call GetActions.
bool ShouldForceWorldCentric ()  
bool SupportsOpenedMethod ( const EAssetTypeActivationOpenedMet... ) Does this asset support edit or view methods?

Deprecated Functions

Type Name Description
FTopLevelAss... GetClassPathName () Just call GetSupportedClass()->GetClassPathName();
EThumbnailPr... GetDefaultThumbnailPrimitiveType ( UObject* Asset ) When overriding GetThumbnailInfo, The default thumbnail primitive is now a property on USceneThumbnailInfoWithPrimitive. The default only applies to this thumbnail type, so it has been relocated as an implementation detail of it.
bool IsSupported () Use IAssetTools::IsAssetClassSupported
void SetSupported ( bool bInSupported ) Use IAssetTools::IsAssetClassSupported

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