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Unreal Engine C++ API Reference > Editor > AssetDefinition > Misc
References
Module | AssetDefinition |
Header | /Engine/Source/Editor/AssetDefinition/Public/Misc/AssetCategoryPath.h |
Include | #include "Misc/AssetCategoryPath.h" |
Syntax
struct FAssetCategoryPath
Remarks
The asset category path is how we know how to build menus around assets. For example, Basic is generally the ones we expose at the top level, where as everything else is a category with a pull out menu, and the subcategory would be where it gets placed in a submenu inside of there.
Constructors
Type | Name | Description |
---|---|---|
FAssetCategoryPath ( const FText& InCategory ) | ||
FAssetCategoryPath ( TConstArrayView< FText > InCategory... ) | ||
FAssetCategoryPath ( const FText& InCategory, const FText& SubCategory ) | ||
FAssetCategoryPath ( const FAssetCategoryPath& InCatego..., const FText& InSubCategory ) |
Functions
Type | Name | Description |
---|---|---|
FName | GetCategory () | |
FText | GetCategoryText () | |
FName | GetSubCategory () | |
FText | GetSubCategoryText () | |
bool | HasSubCategory () |
Operators
Type | Name | Description |
---|---|---|
FAssetCatego... | operator/ ( const FText& SubCategory ) |