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static IAssetRegistry & | GetAssetRegistry () |
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static bool | GetAssetFilePathOnDisk (const FString &InAssetPath, FString &OutAssetFilePath) |
| Get full asset file path on disk of an UE asset. More...
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static bool | IsAssetPackageValid (const FAssetData &InAssetData, bool bIsLogged=false) |
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static bool | IsAssetDataListValid (const TArray< FAssetData > &InAssetDataList, bool bLoadedCheck, bool bIsLogged=false) |
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static void | LoadAssetDataList (const FString &InAssetsPath, TArray< FAssetData > &OutAssetDataList, bool bHasBPAsset=false, bool bIsFullLoad=false) |
| Load asset with UObjectLibrary. More...
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template<typename T > |
static FORCEINLINE T * | LoadObjFromAssetPath (UObject *Outer, const FString &InAssetPath) |
| This must not be invoked at Sim initialization since it would flush Async loaders away! More...
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template<typename T > |
static FORCEINLINE T * | FetchObjectFromAsset (const TCHAR *InAssetPath) |
| Fetch UObject from asset, called in Constructor only. More...
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template<typename T > |
static FORCEINLINE TSubclassOf< T > | FetchClassFromAsset (const TCHAR *InClassAssetPath) |
| Fetch UClass from asset, called in Constructor only. More...
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static bool | DoesAssetExist (const FString &InAssetPath, bool bOnDiskAssetOnly=false) |
| Check whether an asset has been created at a path. More...
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static UPackage * | CreatePackageForSavingToAsset (const TCHAR *InPackageName, const EPackageFlags InPackageFlags=(PKG_NewlyCreated|PKG_RuntimeGenerated)) |
| Create a package meant to be saved to asset file on disk. More...
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static UObject * | SaveObjectToAssetInModule (UObject *InObject, const ERRResourceDataType InAssetDataType, const FString &InAssetUniqueName, const TCHAR *InModuleName, bool bSaveDuplicatedObject=false, bool bInStripEditorOnlyContent=false, bool bInAsyncSave=true, bool bInAlwaysOverwrite=false) |
| Save object in memory to asset file on disk stored by a module. More...
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static UObject * | SaveObjectToAsset (UObject *InObject, const FString &InAssetPath, bool bSaveDuplicatedObject=false, bool bInStripEditorOnlyContent=false, bool bInAsyncSave=true, bool bInAlwaysOverwrite=false) |
| Save object in memory to asset file on disk. More...
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static bool | SavePackageToAsset (UPackage *InPackage, UObject *InObject, bool bInAsyncSave=true, bool bInAlwaysOverwrite=false) |
| Save package to asset file on disk. More...
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static UClass * | FindBlueprintClass (const FString &InBlueprintClassName) |
| Find generated UClass from blueprint class name. More...
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static UClass * | FindClassFromPathName (const FString &InClassPathName) |
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static UClass * | CreateBlueprintClass (UClass *InParentClass, const FString &InBlueprintClassName, const TFunction< void(UObject *InCDO)> &InCDOFunc=nullptr, const bool bInSaveBP=false, const FString &InBPBasePath=TEXT("")) |
| Create a child blueprint class from parent UClass. More...
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static UBlueprint * | CreateBlueprintFromActor (AActor *InActor, const FString &InBlueprintClassName, const bool bInSaveBP, const TFunction< void(UObject *InCDO)> &InCDOFunc=nullptr) |
| Create a blueprint from an AActor. More...
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template<typename T >
static FORCEINLINE T* URRAssetUtils::LoadObjFromAssetPath |
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UObject * |
Outer, |
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const FString & |
InAssetPath |
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inlinestatic |
This must not be invoked at Sim initialization since it would flush Async loaders away!
Besides, [ConstructorHelpers::FObjectFinder<T> asset(AssetPathName); will call [StaticFindObject()] instead
and requires to be run inside a ctor.
This loads synchronously, thus should be avoided if possible.
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- T*