2021-05-11_16:14:05
Not sure what this is:
TArray<FAssetData> AssetList;
AssetRegistry.GetAssets(Filter, AssetList);
for(FAssetData const& Asset : AssetList)
{
if (UBlueprint* BP = Cast<UBlueprint>(Asset.GetAsset()))
{
/// @todo I thing this example is supposed to have more code.
}
}Not sure what this is:
FAssetRegistryModule& AssetRegistryModule =
FModuleManager::LoadModuleChcked<FAssetRegistryModule>(TEXT("AssetRegistry"));
IAssetRegistry& AssetRegistry = AssetRegistryModule.Get();
TArray<FString> ContentPaths;
ContentPaths.Add(TEXT("/Game/MyFolder"));
AssetRegistry.ScanPathsSynchronous(ContentPaths);
TSet<FName> DerivedNames;
{
TArray<FName> BaseNames;
BaseNames.Add(UMyClass::StaticClass()->GetFName());
TSet<FName> Excluded;
AssetRegistry.GetDerivedClassNames(BaseNames, Excluded, DerivedNames);
}
FARFilter Filter;
Filter.ClassNames.Add(UBlueprint::StaticClass()->GetFName());
Filter.bRecursiveClasses = true;
Filter.bRecursivePaths = true;
TArray<FAssetData> AssetList;
AssetRegistry.GetAssets(Filter, AssetList);Getting dependencies for an asset:
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry");
FARFilter Filter;
Filter.ClassNames.Add(UBlueprint::StaticClass()->GetFName());
Filter.bRecursiveClasses = true;
TArray<FAssetData> AssetData;
AssetRegistryModule.Get().GetAssets(Filter, AssetData);
for (FAssetData Asset : AssetData)
{
TArray<FName> FoundDependencies;
AssetRegistryModule.Get().GetDependencies(Asset.PackageName, FoundDependencies);
for (FName Dependency : FoundDependencies)
{
UE_LOG(LogTemp, Display, TEXT("MyEditorUtilityActor::33 - %s"), *Dependency.ToString());
}
}[[2020-03-11_19:00:31]] Assets