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| FPrimaryAssetId | GetPrimaryAssetIdForObject (UObject Object) |
| | Sees if the passed in object is a registered primary asset, if so return it. Returns invalid Identifier if not found.
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| FSoftObjectPath | GetPrimaryAssetPath (FPrimaryAssetId PrimaryAssetId) const |
| FPrimaryAssetId | GetPrimaryAssetIdForData (FAssetData AssetData) const |
| int | UnloadPrimaryAsset (FPrimaryAssetId AssetToUnload) |
| int | UnloadPrimaryAssets (TArray< FPrimaryAssetId > AssetsToUnload) |
| void | LoadPrimaryAsset (FPrimaryAssetId AssetToLoad, TArray< FName > LoadBundles, int Priority=0, UObject OptionalCallbackObject=nullptr, FName OptionalFinishedCallbackFunctionName=NAME_None, FName OptionalCanceledCallbackName=NAME_None) |
| void | LoadPrimaryAssets (TArray< FPrimaryAssetId > AssetsToLoad, TArray< FName > LoadBundles, int Priority=0, UObject OptionalCallbackObject=nullptr, FName OptionalFinishedCallbackFunctionName=NAME_None, FName OptionalCanceledCallbackName=NAME_None) |
| bool | GetPrimaryAssetData (FPrimaryAssetId PrimaryAssetId, FAssetData &AssetData) |
| | Gets the FAssetData for a primary asset with the specified type/name, will only work for once that have been scanned for already. Returns true if it found a valid data.
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| bool | GetPrimaryAssetDataList (FPrimaryAssetType PrimaryAssetType, TArray< FAssetData > &AssetDataList) |
| | Gets list of all FAssetData for a primary asset type, returns true if any were found.
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| FPrimaryAssetId | GetPrimaryAssetIdForPath (FSoftObjectPath ObjectPath) const |
| bool | GetPrimaryAssetIdList (FPrimaryAssetType PrimaryAssetType, TArray< FPrimaryAssetId > &PrimaryAssetIdList) |
| | Gets list of all FPrimaryAssetId for a primary asset type, returns true if any were found.
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| UObject | GetPrimaryAssetObject (FPrimaryAssetId PrimaryAssetId) |
| | Gets the in-memory UObject for a primary asset id, returning nullptr if it's not in memory. Will return blueprint class for blueprint assets. This works even if the asset wasn't loaded explicitly.
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| FPrimaryAssetRules | GetPrimaryAssetRules (FPrimaryAssetId PrimaryAssetId) |
| | Gets the management rules for a specific asset, this will merge the type and individual values.
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| bool | GetPrimaryAssetTypeInfo (FPrimaryAssetType PrimaryAssetType, FPrimaryAssetTypeInfo &AssetTypeInfo) |
| | Gets metadata for a specific asset type, returns false if not found.
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| void | GetPrimaryAssetTypeInfoList (TArray< FPrimaryAssetTypeInfo > &AssetTypeInfoList) |
| | Gets list of all primary asset types infos.
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| bool | MarkPackageDirty () const |
| void | RemoveFromRoot () |
| bool | GetIsRooted () const |
| bool | IsTransient () const |
| bool | Modify (bool bAlwaysMarkDirty=true) |
| void | SetTransactional (bool bTransactional) |
| bool | IsSupportedForNetworking () const |
| UClass | GetClass () const |
| UObject | GetOuter () const |
| UObject | GetTypedOuter (TSubclassOf< UObject > Target) const |
| | Traverses the outer chain searching for the next object of a certain type.
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| UPackage | GetOutermost () const |
| UPackage | GetPackage () const |
| void | AddToRoot () |
| UWorld | GetWorld () const |
| FName | GetName () const |
| FString | GetFullName (const UObject StopOuter=nullptr) const |
| FString | GetPathName (const UObject StopOuter=nullptr) const |
| bool | IsA (const UClass Class) const |
| | Returns true if this object is of the specified type, or a child of that type.
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| void | SaveConfig () |
| void | LoadConfig () |
| void | ReloadConfig () |
| void | CopyScriptPropertiesFrom (const UObject OtherObject) |
| void | opCast (?&Address) const |
| FString | ToString () const |
A singleton UObject that is responsible for loading and unloading PrimaryAssets, and maintaining game-specific asset references Games should override this class and change the class reference.