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Class AssetTools

Asset Tools

Inheritance
System.Object
UObject
Interface
AssetTools
Inherited Members
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.AssetTools
Assembly: UE4DotNet.dll
Syntax
public class AssetTools : Interface

Properties

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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static AssetTools DefaultObject { get; }
Property Value
Type Description
AssetTools
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class

Methods

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CreateAsset(String, String, SubclassOf<UObject>, Factory, Name)

Creates an asset with the specified name, path, and factory @

Declaration
public UObject CreateAsset(string AssetName, string PackagePath, SubclassOf<UObject> AssetClass, Factory Factory, Name CallingContext)
Parameters
Type Name Description
System.String AssetName
System.String PackagePath
SubclassOf<UObject> AssetClass
Factory Factory
Name CallingContext
Returns
Type Description
UObject
Remarks

param AssetName the name of the new asset @param PackagePath the package that will contain the new asset @param AssetClass the class of the new asset @param Factory the factory that will build the new asset @param CallingContext optional name of the module or method calling CreateAsset() - this is passed to the factory @return the new asset or NULL if it fails

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CreateAssetWithDialog(String, String, SubclassOf<UObject>, Factory, Name)

Opens an asset picker dialog and creates an asset with the specified name and path

Declaration
public UObject CreateAssetWithDialog(string AssetName, string PackagePath, SubclassOf<UObject> AssetClass, Factory Factory, Name CallingContext)
Parameters
Type Name Description
System.String AssetName
System.String PackagePath
SubclassOf<UObject> AssetClass
Factory Factory
Name CallingContext
Returns
Type Description
UObject
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CreateUniqueAssetName(String, String)

Creates a unique package and asset name taking the form InBasePackageName+InSuffix

Declaration
public (string, string) CreateUniqueAssetName(string InBasePackageName, string InSuffix)
Parameters
Type Name Description
System.String InBasePackageName
System.String InSuffix
Returns
Type Description
System.ValueTuple<System.String, System.String>
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DuplicateAsset(String, String, UObject)

Creates an asset with the specified name and path. Uses OriginalObject as the duplication source.

Declaration
public UObject DuplicateAsset(string AssetName, string PackagePath, UObject OriginalObject)
Parameters
Type Name Description
System.String AssetName
System.String PackagePath
UObject OriginalObject
Returns
Type Description
UObject
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DuplicateAssetWithDialog(String, String, UObject)

Opens an asset picker dialog and creates an asset with the specified name and path. Uses OriginalObject as the duplication source.

Declaration
public UObject DuplicateAssetWithDialog(string AssetName, string PackagePath, UObject OriginalObject)
Parameters
Type Name Description
System.String AssetName
System.String PackagePath
UObject OriginalObject
Returns
Type Description
UObject
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ExportAssets(Byte, String)

Exports the specified objects to file.

Declaration
public void ExportAssets(byte AssetsToExport, string ExportPath)
Parameters
Type Name Description
System.Byte AssetsToExport
System.String ExportPath
Remarks

@param AssetsToExport List of full asset names (e.g /Game/Path/Asset) to export @param ExportPath The directory path to export to.

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ExportAssetsWithDialog(Byte, Boolean)

Exports the specified objects to file.

Declaration
public void ExportAssetsWithDialog(byte AssetsToExport, bool bPromptForIndividualFilenames)
Parameters
Type Name Description
System.Byte AssetsToExport
System.Boolean bPromptForIndividualFilenames
Remarks

First prompting the user to pick an export directory and optionally prompting the user to pick a unique directory per file

@param AssetsToExport List of assets to export @param ExportPath The directory path to export to.

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FindSoftReferencesToObject(SoftObjectPath)

Returns list of objects that soft reference the given soft object path. This will load assets into memory to verify

Declaration
public IReadOnlyCollection<UObject> FindSoftReferencesToObject(SoftObjectPath TargetObject)
Parameters
Type Name Description
SoftObjectPath TargetObject
Returns
Type Description
System.Collections.Generic.IReadOnlyCollection<UObject>
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ImportAssetsAutomated(AutomatedAssetImportData)

Imports assets using data specified completely up front.

Declaration
public IReadOnlyCollection<UObject> ImportAssetsAutomated(AutomatedAssetImportData ImportData)
Parameters
Type Name Description
AutomatedAssetImportData ImportData
Returns
Type Description
System.Collections.Generic.IReadOnlyCollection<UObject>
Remarks

Does not ever ask any questions of the user or show any modal error messages

@param AutomatedImportData Data that specifies how to import each file @return list of successfully imported assets

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ImportAssetsWithDialog(String)

Opens a file open dialog to choose files to import to the destination path.

Declaration
public IReadOnlyCollection<UObject> ImportAssetsWithDialog(string DestinationPath)
Parameters
Type Name Description
System.String DestinationPath
Returns
Type Description
System.Collections.Generic.IReadOnlyCollection<UObject>
Remarks

@param DestinationPath Path to import files to @return list of successfully imported assets

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ImportAssetTasks(Byte)

Imports assets using tasks specified.

Declaration
public void ImportAssetTasks(byte ImportTasks)
Parameters
Type Name Description
System.Byte ImportTasks
Remarks

@param ImportTasks Tasks that specify how to import each file @return list of successfully imported assets

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New(UObject, Name)

Spawn an object of this class

Declaration
public static AssetTools New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
AssetTools
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OpenEditorForAssets(Byte)

Opens editor for assets

Declaration
public void OpenEditorForAssets(byte Assets)
Parameters
Type Name Description
System.Byte Assets
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RenameAssets(Byte)

Renames assets using the specified names.

Declaration
public bool RenameAssets(byte AssetsAndNames)
Parameters
Type Name Description
System.Byte AssetsAndNames
Returns
Type Description
System.Boolean
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RenameAssetsWithDialog(Byte, Boolean)

Renames assets using the specified names.

Declaration
public void RenameAssetsWithDialog(byte AssetsAndNames, bool bAutoCheckout)
Parameters
Type Name Description
System.Byte AssetsAndNames
System.Boolean bAutoCheckout

Operators

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Implicit(IntPtr to AssetTools)

Convert from IntPtr to UObject

Declaration
public static implicit operator AssetTools(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
AssetTools
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