G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UAssetManagerSettings Class Reference

Settings for the Asset Management framework, which can be used to discover, load, and audit game-specific asset types. More...

Static Public Member Functions

Static Functions
static UClass StaticClass ()

Public Attributes

Asset Manager
bool bShouldGuessTypeAndNameInEditor
 If true, PrimaryAsset Type/Name will be implied for assets in the editor even if bShouldManagerDetermineTypeAndName is false. This guesses the correct id for content that hasn't been resaved after GetPrimaryAssetId was implemented.
TArray< FDirectoryPath > DirectoriesToExclude
 List of directories to exclude from scanning for Primary Assets, useful to exclude test assets.
TArray< FPrimaryAssetRulesOverride > PrimaryAssetRules
 List of specific asset rule overrides.
TArray< FPrimaryAssetRulesCustomOverride > CustomPrimaryAssetRules
 List of game-specific asset rule overrides for types, this will not do anything by default.
bool bOnlyCookProductionAssets
 If true, DevelopmentCook assets will error when they are cooked, you should enable this on production branches.
bool bShouldManagerDetermineTypeAndName
 If true, the asset manager will determine the type and name for Primary Assets that do not implement GetPrimaryAssetId, by calling DeterminePrimaryAssetIdForObject and using the ini settings. This works in both cooked and uncooked builds but is slower than directly implementing GetPrimaryAssetId on the native asset.
TArray< FPrimaryAssetTypeInfo > PrimaryAssetTypesToScan
 List of asset types to scan at startup.
bool bShouldAcquireMissingChunksOnLoad
 If true, this will query the platform chunk install interface to request missing chunks for any requested primary asset loads.
bool bShouldWarnAboutInvalidAssets
 If true, the asset manager will warn when it is told to load or do something with assets it does not know about.
Asset Registry
TSet< FName > MetaDataTagsForAssetRegistry
 The metadata tags to be transferred to the Asset Registry.
Redirects
TArray< FAssetManagerRedirect > AssetPathRedirects
 Redirect from /game/assetpath to /game/assetpathnew.
TArray< FAssetManagerRedirect > PrimaryAssetTypeRedirects
 Redirect from Type to TypeNew.
TArray< FAssetManagerRedirect > PrimaryAssetIdRedirects
 Redirect from Type:Name to Type:NameNew.

Detailed Description

Settings for the Asset Management framework, which can be used to discover, load, and audit game-specific asset types.

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ AssetPathRedirects

TArray<FAssetManagerRedirect> AssetPathRedirects

Redirect from /game/assetpath to /game/assetpathnew.

◆ bOnlyCookProductionAssets

bool bOnlyCookProductionAssets

If true, DevelopmentCook assets will error when they are cooked, you should enable this on production branches.

◆ bShouldAcquireMissingChunksOnLoad

bool bShouldAcquireMissingChunksOnLoad

If true, this will query the platform chunk install interface to request missing chunks for any requested primary asset loads.

◆ bShouldGuessTypeAndNameInEditor

bool bShouldGuessTypeAndNameInEditor

If true, PrimaryAsset Type/Name will be implied for assets in the editor even if bShouldManagerDetermineTypeAndName is false. This guesses the correct id for content that hasn't been resaved after GetPrimaryAssetId was implemented.

◆ bShouldManagerDetermineTypeAndName

bool bShouldManagerDetermineTypeAndName

If true, the asset manager will determine the type and name for Primary Assets that do not implement GetPrimaryAssetId, by calling DeterminePrimaryAssetIdForObject and using the ini settings. This works in both cooked and uncooked builds but is slower than directly implementing GetPrimaryAssetId on the native asset.

◆ bShouldWarnAboutInvalidAssets

bool bShouldWarnAboutInvalidAssets

If true, the asset manager will warn when it is told to load or do something with assets it does not know about.

◆ CustomPrimaryAssetRules

TArray<FPrimaryAssetRulesCustomOverride> CustomPrimaryAssetRules

List of game-specific asset rule overrides for types, this will not do anything by default.

◆ DirectoriesToExclude

TArray<FDirectoryPath> DirectoriesToExclude

List of directories to exclude from scanning for Primary Assets, useful to exclude test assets.

◆ MetaDataTagsForAssetRegistry

TSet<FName> MetaDataTagsForAssetRegistry

The metadata tags to be transferred to the Asset Registry.

◆ PrimaryAssetIdRedirects

TArray<FAssetManagerRedirect> PrimaryAssetIdRedirects

Redirect from Type:Name to Type:NameNew.

◆ PrimaryAssetRules

TArray<FPrimaryAssetRulesOverride> PrimaryAssetRules

List of specific asset rule overrides.

◆ PrimaryAssetTypeRedirects

TArray<FAssetManagerRedirect> PrimaryAssetTypeRedirects

Redirect from Type to TypeNew.

◆ PrimaryAssetTypesToScan

TArray<FPrimaryAssetTypeInfo> PrimaryAssetTypesToScan

List of asset types to scan at startup.