unreal.AssetRegistry

class unreal.AssetRegistry(outer=None, name='None')

Bases: unreal.Interface

Asset Registry

C++ Source:

  • Module: AssetRegistry
  • File: IAssetRegistry.h
get_all_assets(include_only_on_disk_assets=False) → Array(AssetData) or None

Gets asset data for all assets in the registry. This method may be slow, use a filter if possible to avoid iterating over the entire registry.

Parameters:include_only_on_disk_assets (bool) –
Returns:out_asset_data (Array(AssetData)): the list of assets in this path
Return type:Array(AssetData) or None
get_all_cached_paths() -> Array(str)

Gets a list of all paths that are currently cached

Returns:out_path_list (Array(str)):
Return type:Array(str)
get_asset_by_object_path(object_path, include_only_on_disk_assets=False) → AssetData

Gets the asset data for the specified object path

Parameters:
  • object_path (Name) – the path of the object to be looked up
  • include_only_on_disk_assets (bool) – if true, in-memory objects will be ignored. The call will be faster.
Returns:

the assets data;Will be invalid if object could not be found

Return type:

AssetData

get_assets(filter) → Array(AssetData) or None

Gets asset data for all assets that match the filter. Assets returned must satisfy every filter component if there is at least one element in the component’s array. Assets will satisfy a component if they match any of the elements in it.

Parameters:filter (ARFilter) – filter to apply to the assets in the AssetRegistry
Returns:out_asset_data (Array(AssetData)): the list of assets in this path
Return type:Array(AssetData) or None
get_assets_by_class(class_name, search_sub_classes=False) → Array(AssetData) or None

Gets asset data for all assets with the supplied class

Parameters:
  • class_name (Name) – the class name of the assets requested
  • search_sub_classes (bool) – if true, all subclasses of the passed in class will be searched as well
Returns:

out_asset_data (Array(AssetData)): the list of assets in this path

Return type:

Array(AssetData) or None

get_assets_by_package_name(package_name, include_only_on_disk_assets=False) → Array(AssetData) or None

Gets asset data for the assets in the package with the specified package name

Parameters:
  • package_name (Name) – the package name for the requested assets
  • include_only_on_disk_assets (bool) –
Returns:

out_asset_data (Array(AssetData)): the list of assets in this path

Return type:

Array(AssetData) or None

get_assets_by_path(package_path, recursive=False, include_only_on_disk_assets=False) → Array(AssetData) or None

Gets asset data for all assets in the supplied folder path

Parameters:
  • package_path (Name) – the path to query asset data in
  • recursive (bool) – if true, all supplied paths will be searched recursively
  • include_only_on_disk_assets (bool) –
Returns:

out_asset_data (Array(AssetData)): the list of assets in this path

Return type:

Array(AssetData) or None

get_sub_paths(base_path, recurse) -> Array(str)

Gets a list of all paths that are currently cached below the passed-in base path

Parameters:
  • base_path (str) –
  • recurse (bool) –
Returns:

out_path_list (Array(str)):

Return type:

Array(str)

has_assets(package_path, recursive=False) → bool

Does the given path contain assets, optionally also testing sub-paths?

Parameters:
  • package_path (Name) – the path to query asset data in
  • recursive (bool) – if true, the supplied path will be tested recursively
Returns:

Return type:

bool

is_loading_assets() → bool

Returns true if the asset registry is currently loading files and does not yet know about all assets

Returns:
Return type:bool
prioritize_search_path(path_to_prioritize) → None

If assets are currently being asynchronously scanned in the specified path, this will cause them to be scanned before other assets.

Parameters:path_to_prioritize (str) –
run_assets_through_filter(filter) -> Array(AssetData)

Trims items out of the asset data list that do not pass the supplied filter

Parameters:filter (ARFilter) –
Returns:asset_data_list (Array(AssetData)):
Return type:Array(AssetData)
scan_files_synchronous(file_paths, force_rescan=False) → None

Scan the specified individual files right now and populate the asset registry. If bForceRescan is true, the paths will be scanned again, even if they were previously scanned

Parameters:
scan_modified_asset_files(file_paths) → None

Forces a rescan of specific filenames, call this when you need to refresh from disk

Parameters:file_paths (Array(str)) –
scan_paths_synchronous(paths, force_rescan=False) → None

Scan the supplied paths recursively right now and populate the asset registry. If bForceRescan is true, the paths will be scanned again, even if they were previously scanned

Parameters:
search_all_assets(synchronous_search) → None

Look for all assets on disk (can be async or synchronous)

Parameters:synchronous_search (bool) –