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FAssetRegistry Struct Reference

#include <UE.h>

Public Member Functions

void CollectCodeGeneratorClasses ()
 
void SearchAllAssets (bool bSynchronousSearch)
 
bool GetAssetsByPackageName (FName PackageName, TArray< FAssetData > *OutAssetData)
 
bool GetAssetsByPath (FName PackagePath, TArray< FAssetData > *OutAssetData, bool bRecursive)
 
bool GetAssetsByClass (FName ClassName, TArray< FAssetData > *OutAssetData, bool bSearchSubClasses)
 
FAssetDataGetAssetByObjectPath (FAssetData *result, FName ObjectPath)
 
bool GetAllAssets (TArray< FAssetData > *OutAssetData)
 
bool GetDependencies (FName PackageName, TArray< FName > *OutDependencies)
 
bool GetReferencers (FName PackageName, TArray< FName > *OutReferencers)
 
bool GetAncestorClassNames (FName ClassName, TArray< FName > *OutAncestorClassNames)
 
void GetAllCachedPaths (TArray< FString > *OutPathList)
 
void GetSubPaths (FString *InBasePath, TArray< FString > *OutPathList, bool bInRecurse)
 
EAssetAvailability::Type GetAssetAvailability (FAssetData *AssetData)
 
float GetAssetAvailabilityProgress (FAssetData *AssetData, EAssetAvailabilityProgressReportingType::Type ReportType)
 
bool GetAssetAvailabilityProgressTypeSupported (EAssetAvailabilityProgressReportingType::Type ReportType)
 
void PrioritizeAssetInstall (FAssetData *AssetData)
 
bool AddPath (FString *PathToAdd)
 
bool RemovePath (FString *PathToRemove)
 
void ScanPathsSynchronous (TArray< FString > *InPaths, bool bForceRescan)
 
void PrioritizeSearchPath (FString *PathToPrioritize)
 
void AssetCreated (UObject *NewAsset)
 
void AssetDeleted (UObject *DeletedAsset)
 
void AssetRenamed (UObject *RenamedAsset, FString *OldObjectPath)
 
bool IsLoadingAssets ()
 
void Tick (float DeltaTime)
 
void ScanPathsSynchronous_Internal (TArray< FString > *InPaths, bool bForceRescan, bool bUseCache)
 
void PathDataGathered (const long double TickStartTime, TArray< FString > *PathResults)
 
bool RemoveDependsNode (FName PackageName)
 
bool RemoveAssetPath (FString *PathToRemove, bool bEvenIfAssetsStillExist)
 
FStringExportTextPathToObjectName (FString *result, FString *InExportTextPath)
 
void AddAssetData (FAssetData *AssetData)
 
bool RemoveAssetData (FAssetData *AssetData)
 
void OnContentPathMounted (FString *InAssetPath, FString *FileSystemPath)
 
void OnContentPathDismounted (FString *InAssetPath, FString *FileSystemPath)
 

Static Public Member Functions

static bool IsUsingWorldAssets ()
 

Detailed Description

Definition at line 755 of file UE.h.

Member Function Documentation

◆ AddAssetData()

void FAssetRegistry::AddAssetData ( FAssetData * AssetData)
inline

Definition at line 790 of file UE.h.

◆ AddPath()

bool FAssetRegistry::AddPath ( FString * PathToAdd)
inline

Definition at line 775 of file UE.h.

◆ AssetCreated()

void FAssetRegistry::AssetCreated ( UObject * NewAsset)
inline

Definition at line 779 of file UE.h.

◆ AssetDeleted()

void FAssetRegistry::AssetDeleted ( UObject * DeletedAsset)
inline

Definition at line 780 of file UE.h.

◆ AssetRenamed()

void FAssetRegistry::AssetRenamed ( UObject * RenamedAsset,
FString * OldObjectPath )
inline

Definition at line 781 of file UE.h.

◆ CollectCodeGeneratorClasses()

void FAssetRegistry::CollectCodeGeneratorClasses ( )
inline

Definition at line 757 of file UE.h.

◆ ExportTextPathToObjectName()

FString * FAssetRegistry::ExportTextPathToObjectName ( FString * result,
FString * InExportTextPath )
inline

Definition at line 789 of file UE.h.

◆ GetAllAssets()

bool FAssetRegistry::GetAllAssets ( TArray< FAssetData > * OutAssetData)
inline

Definition at line 765 of file UE.h.

◆ GetAllCachedPaths()

void FAssetRegistry::GetAllCachedPaths ( TArray< FString > * OutPathList)
inline

Definition at line 769 of file UE.h.

◆ GetAncestorClassNames()

bool FAssetRegistry::GetAncestorClassNames ( FName ClassName,
TArray< FName > * OutAncestorClassNames )
inline

Definition at line 768 of file UE.h.

◆ GetAssetAvailability()

EAssetAvailability::Type FAssetRegistry::GetAssetAvailability ( FAssetData * AssetData)
inline

Definition at line 771 of file UE.h.

◆ GetAssetAvailabilityProgress()

float FAssetRegistry::GetAssetAvailabilityProgress ( FAssetData * AssetData,
EAssetAvailabilityProgressReportingType::Type ReportType )
inline

Definition at line 772 of file UE.h.

◆ GetAssetAvailabilityProgressTypeSupported()

bool FAssetRegistry::GetAssetAvailabilityProgressTypeSupported ( EAssetAvailabilityProgressReportingType::Type ReportType)
inline

Definition at line 773 of file UE.h.

◆ GetAssetByObjectPath()

FAssetData * FAssetRegistry::GetAssetByObjectPath ( FAssetData * result,
FName ObjectPath )
inline

Definition at line 764 of file UE.h.

◆ GetAssetsByClass()

bool FAssetRegistry::GetAssetsByClass ( FName ClassName,
TArray< FAssetData > * OutAssetData,
bool bSearchSubClasses )
inline

Definition at line 761 of file UE.h.

◆ GetAssetsByPackageName()

bool FAssetRegistry::GetAssetsByPackageName ( FName PackageName,
TArray< FAssetData > * OutAssetData )
inline

Definition at line 759 of file UE.h.

◆ GetAssetsByPath()

bool FAssetRegistry::GetAssetsByPath ( FName PackagePath,
TArray< FAssetData > * OutAssetData,
bool bRecursive )
inline

Definition at line 760 of file UE.h.

◆ GetDependencies()

bool FAssetRegistry::GetDependencies ( FName PackageName,
TArray< FName > * OutDependencies )
inline

Definition at line 766 of file UE.h.

◆ GetReferencers()

bool FAssetRegistry::GetReferencers ( FName PackageName,
TArray< FName > * OutReferencers )
inline

Definition at line 767 of file UE.h.

◆ GetSubPaths()

void FAssetRegistry::GetSubPaths ( FString * InBasePath,
TArray< FString > * OutPathList,
bool bInRecurse )
inline

Definition at line 770 of file UE.h.

◆ IsLoadingAssets()

bool FAssetRegistry::IsLoadingAssets ( )
inline

Definition at line 782 of file UE.h.

◆ IsUsingWorldAssets()

static bool FAssetRegistry::IsUsingWorldAssets ( )
inlinestatic

Definition at line 784 of file UE.h.

◆ OnContentPathDismounted()

void FAssetRegistry::OnContentPathDismounted ( FString * InAssetPath,
FString * FileSystemPath )
inline

Definition at line 793 of file UE.h.

◆ OnContentPathMounted()

void FAssetRegistry::OnContentPathMounted ( FString * InAssetPath,
FString * FileSystemPath )
inline

Definition at line 792 of file UE.h.

◆ PathDataGathered()

void FAssetRegistry::PathDataGathered ( const long double TickStartTime,
TArray< FString > * PathResults )
inline

Definition at line 786 of file UE.h.

◆ PrioritizeAssetInstall()

void FAssetRegistry::PrioritizeAssetInstall ( FAssetData * AssetData)
inline

Definition at line 774 of file UE.h.

◆ PrioritizeSearchPath()

void FAssetRegistry::PrioritizeSearchPath ( FString * PathToPrioritize)
inline

Definition at line 778 of file UE.h.

◆ RemoveAssetData()

bool FAssetRegistry::RemoveAssetData ( FAssetData * AssetData)
inline

Definition at line 791 of file UE.h.

◆ RemoveAssetPath()

bool FAssetRegistry::RemoveAssetPath ( FString * PathToRemove,
bool bEvenIfAssetsStillExist )
inline

Definition at line 788 of file UE.h.

◆ RemoveDependsNode()

bool FAssetRegistry::RemoveDependsNode ( FName PackageName)
inline

Definition at line 787 of file UE.h.

◆ RemovePath()

bool FAssetRegistry::RemovePath ( FString * PathToRemove)
inline

Definition at line 776 of file UE.h.

◆ ScanPathsSynchronous()

void FAssetRegistry::ScanPathsSynchronous ( TArray< FString > * InPaths,
bool bForceRescan )
inline

Definition at line 777 of file UE.h.

◆ ScanPathsSynchronous_Internal()

void FAssetRegistry::ScanPathsSynchronous_Internal ( TArray< FString > * InPaths,
bool bForceRescan,
bool bUseCache )
inline

Definition at line 785 of file UE.h.

◆ SearchAllAssets()

void FAssetRegistry::SearchAllAssets ( bool bSynchronousSearch)
inline

Definition at line 758 of file UE.h.

◆ Tick()

void FAssetRegistry::Tick ( float DeltaTime)
inline

Definition at line 783 of file UE.h.


The documentation for this struct was generated from the following file: