IAssetTools::CreateAssetsFrom

Creates one or more assets using the source objects as the basis for the next type.

Unreal Engine C++ API Reference > Developer > AssetTools > IAssetTools > CreateAssetsFrom

References

   
Module AssetTools
Header /Engine/Source/Developer/AssetTools/Public/IAssetTools.h
Include #include "IAssetTools.h"
template<typename SourceObjectType, typename>
void CreateAssetsFrom
(
    TConstArrayView< SourceObjectType * > SourceObjects,
    [UClass](API\Runtime\CoreUObject\UObject\UClass) * CreateAssetType,
    const [FString](API\Runtime\Core\Containers\FString) & DefaultSuffix,
    [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [UFactory](API\Editor\UnrealEd\Factories\UFactory) *(SourceObjectType *)> FactoryConstructor,
    [FName](API\Runtime\Core\UObject\FName) CallingContext
)

Remarks

Creates one or more assets using the source objects as the basis for the next type. This is a common enough operation it needed a utility. In the case that you only have a single SourceObject, we'll lean on the content browser to create the asset and focus you to it so you can rename it inline. However in the case that multiple assets get created we'll construct each one and then sync the content browser to them.

You can return null for a factory if you need to skip a given SourceObject.


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