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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. |