IAssetTools

Unreal Engine C++ API Reference > Developer > AssetTools

References

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

Syntax

class IAssetTools  

Functions

Type Name Description
bool AdvancedCopyPackages ( const FAdvancedCopyParams& CopyPar..., const TArray< TMap< FString, FStrin... ) Copies files after the final set of maps of sources and destinations was confirmed
bool AdvancedCopyPackages ( const TMap< FString, FString >& So..., const bool bForceAutosave, const bool bCopyOverAllDestinationO..., FDuplicatedObjects* OutDuplica..., EMessageSeverity::Type Notification... ) Copies files after the flattened map of sources and destinations was confirmed
bool AllPassWritableFolderFilter ( const TArray< FString >& InPaths ) Returns true if all in list pass writable folder filter
bool AssetUsesGenericThumbnail ( const FAssetData& AssetData ) Returns true if the specified asset uses a stock thumbnail resource
void BeginAdvancedCopyPackages ( const TArray< FName >& InputNamesT..., const FString& TargetPath ) Copy packages and dependencies to another folder
void BeginAdvancedCopyPackages ( const TArray< FName >& InputNamesT..., const FString& TargetPath, const FAdvancedCopyCompletedEvent&... )  
bool CanExportAssets ( const TArray< FAssetData >& Assets... ) Check if specified assets can be exported.
bool CanLocalize ( const UClass* Class )  
void ConvertVirtualTextures ( const TArray< UTexture2D* >& ..., bool bConvertBackToNonVirtual, const TArray< UMaterial* >... ) Converts the given UTexture2D to virtual textures or converts virtual textures back to standard textures and updates the related UMaterials
UObject *... CreateAsset ( const FString& AssetName, const FString& PackagePath, UClass* AssetClass, UFactory* Factory, FName CallingContext ) Creates an asset with the specified name, path, and factory
void CreateAssetsFrom ( TConstArrayView< SourceObjectType&..., UClass* CreateAssetType, const FString& DefaultSuffix, TFunctionRef< UFactory*(Source..., FName CallingContext ) Creates one or more assets using the source objects as the basis for the next type.
void CreateAssetsFrom ( TConstArrayView< UObject* > So..., UClass* CreateAssetType, const FString& DefaultSuffix, TFunctionRef< UFactory*(UObjec..., FName CallingContext ) Creates one or more assets using the source objects as the basis for the next type.
UObject *... CreateAssetWithDialog ( const FString& AssetName, const FString& PackagePath, UClass* AssetClass, UFactory* Factory, FName CallingContext, const bool bCallConfigureProperties ) Opens an asset picker dialog and creates an asset with the specified name and path
UObject *... CreateAssetWithDialog ( UClass* AssetClass, UFactory* Factory, FName CallingContext ) Opens an asset picker dialog and creates an asset with the path chosen in the dialog
bool CreateDiffProcess ( const FString& DiffCommand, const FString& OldTextFilename, const FString& NewTextFilename, const FString& DiffArgs ) Attempt to spawn Diff tool as external process
void CreateUniqueAssetName ( const FString& InBasePackageName, const FString& InSuffix, FString& OutPackageName, FString& OutAssetName ) Creates a unique package and asset name taking the form InBasePackageName+InSuffix
void DiffAgainstDepot ( UObject* InObject, const FString& InPackagePath, const FString& InPackageName ) Try to diff the local version of an asset against the latest one from the depot
void DiffAssets ( UObject* OldAsset, UObject* NewAsset, const FRevisionInfo& OldRevision, const FRevisionInfo& NewRevision ) Try and diff two assets using class-specific tool.
FString DumpAssetToTempFile ( UObject* Asset ) Util for dumping an asset to a temporary text file. Returns absolute filename to temp file
UObject *... DuplicateAsset ( const FString& AssetName, const FString& PackagePath, UObject* OriginalObject ) Creates an asset with the specified name and path. Uses OriginalObject as the duplication source.
UObject *... DuplicateAssetWithDialog ( const FString& AssetName, const FString& PackagePath, UObject* OriginalObject ) Opens an asset picker dialog and creates an asset with the specified name and path.
UObject *... DuplicateAssetWithDialogAndTitle ( const FString& AssetName, const FString& PackagePath, UObject* OriginalObject, FText DialogTitle ) Opens an asset picker dialog and creates an asset with the specified name and path.
void ExpandDirectories ( const TArray< FString >& Files, const FString& DestinationPath, TArray< TPair< FString, FString >> ... ) Expands any folders found in the files list, and returns a flattened list of destination paths and files.
void ExportAssets ( const TArray< UObject* >& Ass..., const FString& ExportPath ) Exports the specified objects to file.
void ExportAssets ( const TArray< FString >& AssetsToE..., const FString& ExportPath ) Exports the specified objects to file.
void ExportAssetsWithDialog ( const TArray< UObject* >& Ass..., bool bPromptForIndividualFilenames ) Exports the specified objects to file.
void ExportAssetsWithDialog ( const TArray< FString >& AssetsToE..., bool bPromptForIndividualFilenames ) Exports the specified objects to file.
EAssetTypeCa... FindAdvancedAssetCategory ( FName CategoryKey ) Returns the allocated Category bit for a user-specified Category, or EAssetTypeCategories::Misc if it doesn't exist
void FindSoftReferencesToObject ( FSoftObjectPath TargetObject, TArray< UObject* >& Referenci... ) Returns list of objects that soft reference the given soft object path.
void FindSoftReferencesToObjects ( const TArray< FSoftObjectPath >& T..., TMap< FSoftObjectPath, TArray< UObj... ) Returns list of objects that soft reference the given soft object paths.
void FixupReferencers ( const TArray< UObjectRedirector..., bool bCheckoutDialogPrompt, ERedirectFixupMode FixupMode ) Fix up references to the specified redirectors.
bool FlattenAdvancedCopyDestinations ( const TArray< TMap< FString, FStrin..., TMap< FString, FString >& Flattene... ) Flattens the maps for each selected package into one complete map to pass to the final copy function while checking for collisions
void GenerateAdvancedCopyDestinations ( FAdvancedCopyParams& InParams, const TArray< FName >& InPackageNa..., const UAdvancedCopyCustomization&#..., TMap< FString, FString >& OutPacka... ) Given a set of packages to copy, generate the map of those packages to destination filenames
IAssetTools ... Get ()  
void GetAllAdvancedAssetCategories ( TArray< FAdvancedAssetCategory >& ... ) Returns the list of all advanced asset categories
void GetAllAdvancedCopySources ( FName SelectedPackage, FAdvancedCopyParams& CopyParams, TArray< FName >& OutPackageNamesTo..., TMap< FName, FName >& DependencyMa..., const UAdvancedCopyCustomization&#... ) Find all the dependencies that also need to be copied in the advanced copy, mapping them to the file that depends on them and excluding any that don't pass the ARFilter stored on CopyParams
TSet< EBluep... GetAllowedBlueprintTypes () Which BlueprintTypes are allowed to be created. An empty list should allow everything.
const TShare... GetAssetClassPathPermissionList ( EAssetClassAction AssetClassAction ) Get asset class permission list for content browser and other systems
TWeakPtr< IA... GetAssetTypeActionsForClass ( const UClass* Class ) Gets the appropriate AssetTypeActions for the supplied class
void GetAssetTypeActionsList ( TArray< TWeakPtr< IAssetTypeActions... ) Generates a list of currently registered AssetTypeActions
TArray< TWea... GetAssetTypeActionsListForClass ( const UClass* Class ) Gets the list of appropriate AssetTypeActions for the supplied class
TWeakPtr< IC... GetClassTypeActionsForClass ( UClass* Class ) Gets the appropriate ClassTypeActions for the supplied class
void GetClassTypeActionsList ( TArray< TWeakPtr< IClassTypeActions... ) Generates a list of currently registered ClassTypeActions
bool GetCreateAssetsAsExternallyReferenceable () Gets whether assets are being made externally referenceable or not
TSharedRef< ... GetFolderPermissionList () Get folder permission list for content browser and other systems
const TShare... GetImportExtensionPermissionList () Get extension permission list allowed for importer
TArray< UFac... GetNewAssetFactories () Find all supported asset factories.
UE::AssetToo... GetOnPackageMigration () Event called when some packages are migrated Note this is only true when AssetTools.UseNewPackageMigration is true
TOptional< F... GetTypeColor ( const UClass* Class )  
TSharedRef< ... GetWritableFolderPermissionList () Get writable folder permission list for content browser and other systems
TArray< UObj... ImportAssets ( const TArray< FString >& Files, const FString& DestinationPath, UFactory* ChosenFactory, bool bSyncToBrowser, TArray< TPair< FString, FString >> ..., bool bAllowAsyncImport, bool bSceneImport ) Imports the specified files to the destination path.
TArray< UObj... ImportAssetsAutomated ( const UAutomatedAssetImportData... ) Imports assets using data specified completely up front.
TArray< UObj... ImportAssetsWithDialog ( const FString& DestinationPath ) Opens a file open dialog to choose files to import to the destination path.
void ImportAssetsWithDialogAsync ( const FString& DestinationPath ) Opens a file open dialog to choose files to import to the destination path.
void ImportAssetTasks ( const TArray< UAssetImportTask*... ) Imports assets using tasks specified.
void InitAdvancedCopyFromCopyParams ( FAdvancedCopyParams CopyParams ) Given a complete set of copy parameters, which includes the selected package set, start the advanced copy process
bool IsAssetClassSupported ( const UClass* AssetClass ) Is the given asset class supported?
bool IsDiscoveringAssetsInProgress () Gets whether assets registry is still loading assets or not
bool IsFixupReferencersInProgress () Returns whether redirectors are being fixed up.
bool IsImportExtensionAllowed ( const FString& Extension )  
bool IsNameAllowed ( const FString& Name, FText* OutErrorMessage ) Returns true if IsNameAllowedDelegate is not set, or if the name passes the filter function
void MigratePackages ( const TArray< FName >& PackageName..., const FString& DestinationPath, const FMigrationOptions& Options ) Migrate packages and dependencies to another folder
void MigratePackages ( const TArray< FName >& PackageName... ) Migrate packages to another game content folder
void NotifyBlockedByWritableFolderFilter () Show notification that writable folder filter blocked an action
FAssetPostRe... OnAssetPostRename () Event issued at the end of the rename process
void OpenDiscoveringAssetsDialog ( const FOnAssetsDiscovered& InOnAss... ) Opens a dialog asking the user to wait while assets are being discovered
void OpenEditorForAssets ( const TArray< UObject* >& Ass... ) Opens editor for assets
EAssetTypeCa... RegisterAdvancedAssetCategory ( FName CategoryKey, FText CategoryDisplayName ) Allocates a Category bit for a user-defined Category, or EAssetTypeCategories::Misc if all available bits are allocated.
void RegisterAssetTypeActions ( const TSharedRef< IAssetTypeActions... ) Registers an asset type actions object so it can provide information about and actions for asset types.
void RegisterCanMigrateAsset ( const FName OwnerName, UE::AssetTools::FCanMigrateAsset De... ) Allow to add some restrictions to the assets that can be migrated
void RegisterClassTypeActions ( const TSharedRef< IClassTypeActions... ) Registers a class type actions object so it can provide information about and actions for class asset types.
void RegisterIsNameAllowedDelegate ( const FName OwnerName, FIsNameAllowed Delegate ) Allows setting of a global name filter that is applied to folders, assets, plugins, etc.
bool RenameAssets ( const TArray< FAssetRenameData >& ... ) Renames assets using the specified names.
EAssetRename... RenameAssetsWithDialog ( const TArray< FAssetRenameData >& ..., bool bAutoCheckout ) Renames assets using the specified names.
void RenameReferencingSoftObjectPaths ( const TArray< UPackage* > Pack..., const TMap< FSoftObjectPath, FSoftO... ) Function that renames all FSoftObjectPath object with the old asset path to the new one.
void SetCreateAssetsAsExternallyReferenceable ( bool bValue ) Controls whether or not newly created assets are made externally referneceable or not
void SyncBrowserToAssets ( const TArray< UObject* >& Ass... ) Syncs the primary content browser to the specified assets, whether or not it is locked.
void SyncBrowserToAssets ( const TArray< FAssetData >& Assets... )  
void UnregisterAssetTypeActions ( const TSharedRef< IAssetTypeActions... ) Unregisters an asset type actions object.
void UnregisterCanMigrateAsset ( const FName OwnerName )  
void UnregisterClassTypeActions ( const TSharedRef< IClassTypeActions... ) Unregisters a class type actions object.
void UnregisterIsNameAllowedDelegate ( const FName OwnerName ) Remove a previously-set global name filter
bool ValidateFlattenedAdvancedCopyDestinations ( const TMap< FString, FString >& Fl... ) Validate the destinations for advanced copy once the map has been flattened

Typedefs

Name Description
FOnAssetsDiscovered  

Deprecated Functions

Type Name Description
TSharedRef< ... GetAssetClassPermissionList () Pass in an EAssetClassAction instead of nothing

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