unreal.AssetData

class unreal.AssetData(object_path='None', package_name='None', package_path='None', asset_name='None', asset_class='None')

Bases: unreal.StructBase

A struct to hold important information about an assets found by the Asset Registry This struct is transient and should never be serialized

C++ Source:

  • Module: AssetRegistry
  • File: AssetData.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_class (Name): [Read-Write] The name of the asset’s class
  • asset_name (Name): [Read-Write] The name of the asset without the package
  • object_path (Name): [Read-Write] The object path for the asset in the form PackageName.AssetName. Only top level objects in a package can have AssetData
  • package_name (Name): [Read-Write] The name of the package in which the asset is found, this is the full long package name such as /Game/Path/Package
  • package_path (Name): [Read-Write] The path to the package in which the asset is found, this is /Game/Path with the Package stripped off
asset_class

(Name) – [Read-Only] The name of the asset’s class

asset_name

(Name) – [Read-Only] The name of the asset without the package

get_asset() → Object

Returns the asset UObject if it is loaded or loads the asset if it is unloaded then returns the result

Returns:
Return type:Object
get_class() -> type(Class)

Get Class

Returns:
Return type:type(Class)
get_export_text_name() → str

Returns the name for the asset in the form: Class’ObjectPath’

Returns:
Return type:str
get_full_name() → str

Returns the full name for the asset in the form: Class ObjectPath

Returns:
Return type:str
get_tag_value(tag_name) → str or None

Gets the value associated with the given tag as a string

Parameters:tag_name (Name) –
Returns:out_tag_value (str):
Return type:str or None
is_asset_loaded() → bool

Returns true if the asset is loaded

Returns:
Return type:bool
is_redirector() → bool

Returns true if the this asset is a redirector.

Returns:
Return type:bool
is_u_asset() → bool

Returns true if this is the primary asset in a package, true for maps and assets but false for secondary objects like class redirectors

Returns:
Return type:bool
is_valid() → bool

Checks to see if this AssetData refers to an asset or is NULL

Returns:
Return type:bool
object_path

(Name) – [Read-Only] The object path for the asset in the form PackageName.AssetName. Only top level objects in a package can have AssetData

package_name

(Name) – [Read-Only] The name of the package in which the asset is found, this is the full long package name such as /Game/Path/Package

package_path

(Name) – [Read-Only] The path to the package in which the asset is found, this is /Game/Path with the Package stripped off

to_soft_object_path() → SoftObjectPath

Convert to a SoftObjectPath for loading

Returns:
Return type:SoftObjectPath