class unreal.PrimaryAssetRules

Bases: unreal.StructBase

Structure defining rules for what to do with assets, this is defined per type and can be overridden per asset

C++ Source:

  • Module: Engine
  • File: AssetManagerTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • apply_recursively (bool): [Read-Write] If true, this rule will apply to all referenced Secondary Assets recursively, as long as they are not managed by a higher-priority Primary Asset.
  • chunk_id (int32): [Read-Write] Assets will be put into this Chunk ID specifically, if set to something other than -1. The default Chunk is Chunk 0.
  • cook_rule (PrimaryAssetCookRule): [Read-Write] Rule describing when this asset should be cooked.
  • priority (int32): [Read-Write] Primary Assets with a higher priority will take precedence over lower priorities when assigning management for referenced assets. If priorities match, both will manage the same Secondary Asset.