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 |