UContentBrowserDataSubsystem::Legacy_TryConvertAssetDataToVirtualPaths

Attempt to convert the given asset data to a virtual paths associated with the active data sources (callback will be called for each successful conversion).

Unreal Engine C++ API Reference > Editor > ContentBrowserData > UContentBrowserDataSubsystem

References

   
Module ContentBrowserData
Header /Engine/Source/Editor/ContentBrowserData/Public/ContentBrowserDataSubsystem.h
Include #include "ContentBrowserDataSubsystem.h"
Source /Engine/Source/Editor/ContentBrowserData/Private/ContentBrowserDataSubsystem.cpp
void Legacy_TryConvertAssetDataToVirtualPaths
(
    const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData,
    const bool InUseFolderPaths,
    [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([FName](API\Runtime\Core\UObject\FName))> InCallback
)

Remarks

Attempt to convert the given asset data to a virtual paths associated with the active data sources (callback will be called for each successful conversion).

This exists to allow the Content Browser to interface with public APIs that only operate on asset data and should ideally be avoided for new code.

This function only adjusts the path to something that could represent a virtualized item within this data source, but it doesn't guarantee that an item actually exists at that path.


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