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Classes

UAssetManagerSettings

UDeveloperSettings > UObject

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

Member Type Offset Share
PrimaryAssetTypesToScan

List of asset types to scan at startup

TArray<FPrimaryAssetTypeInfo> 0x38
DirectoriesToExclude

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

TArray<FDirectoryPath> 0x48
PrimaryAssetRules

List of specific asset rule overrides

TArray<FPrimaryAssetRulesOverride> 0x58
CustomPrimaryAssetRules

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

TArray<FPrimaryAssetRulesCustomOverride> 0x68
bOnlyCookProductionAssets

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

bool 0x78
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.

bool 0x79
bShouldGuessTypeAndNameInEditor

If true, PrimaryAsset Type/Name will be implied for assets in the editor even if bShouldManagerDetermineTypeAndName is false.

bool 0x7a
bShouldAcquireMissingChunksOnLoad

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

bool 0x7b
PrimaryAssetIdRedirects

Redirect from Type:Name to Type:NameNew

TArray<FAssetManagerRedirect> 0x80
PrimaryAssetTypeRedirects

Redirect from Type to TypeNew

TArray<FAssetManagerRedirect> 0x90
AssetPathRedirects

Redirect from /game/assetpath to /game/assetpathnew

TArray<FAssetManagerRedirect> 0xa0
MetaDataTagsForAssetRegistry

The metadata tags to be transferred to the Asset Registry.

TSet<FName> 0xb0