unreal.PrimaryAssetId

class unreal.PrimaryAssetId(primary_asset_type=['None'], primary_asset_name='None')

Bases: unreal.StructBase

This identifies an object as a “primary” asset that can be searched for by the AssetManager and used in various tools The full C++ class is located here: EngineSourceRuntimeCoreUObjectPublicUObjectPrimaryAssetId.h:

C++ Source:

  • Module: CoreUObject
  • File: NoExportTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • primary_asset_name (Name): [Read-Write] The Name of this object, by default its short name
  • primary_asset_type (PrimaryAssetType): [Read-Write] The Type of this object, by default its base class’s name
__eq__(other)

Overloads:

  • PrimaryAssetId Returns true if the values are equal (A == B)
__ne__(other)

Overloads:

  • PrimaryAssetId Returns true if the values are not equal (A != B)
__nonzero__()

Returns true if the Primary Asset Id is valid

get_class() -> type(Class)

Returns the Blueprint Class associated with a Primary Asset Id, this will only return a valid object if it is in memory, it will not load it

Returns:
Return type:type(Class)
get_current_bundle_state(force_current_state) → Array(Name) or None

Returns the list of loaded bundles for a given Primary Asset. This will return false if the asset is not loaded at all. If ForceCurrentState is true it will return the current state even if a load is in process

Parameters:force_current_state (bool) –
Returns:out_bundles (Array(Name)):
Return type:Array(Name) or None
get_object() → Object

Returns the Object associated with a Primary Asset Id, this will only return a valid object if it is in memory, it will not load it

Returns:
Return type:Object
get_soft_class_reference() → Class

Returns the Blueprint Class Id associated with a Primary Asset Id, this works even if the asset is not loaded

Returns:
Return type:Class
get_soft_object_reference() → Object

Returns the Object Id associated with a Primary Asset Id, this works even if the asset is not loaded

Returns:
Return type:Object
is_valid() → bool

Returns true if the Primary Asset Id is valid

Returns:
Return type:bool
primary_asset_name

(Name) – [Read-Write] The Name of this object, by default its short name

primary_asset_type

(PrimaryAssetType) – [Read-Write] The Type of this object, by default its base class’s name

to_string() → str

Converts a Primary Asset Id to a string. The other direction is not provided because it cannot be validated

Returns:
Return type:str
unload() → None

Unloads a primary asset, which allows it to be garbage collected if nothing else is referencing it