unreal.assetData
unreal.AssetData(object_path='None', package_name='None', package_path='None', asset_name='None', asset_class_path='None')
kwargs
- object_path: str - path to the Object, e.g.
/Game/folder/filename.filename - package_name: str - name of the package, e.g. `/Game/Textures/T_Foo.uasset``
- package_path: str - path to the [[unreal package|package]] e.g. ????
- asset_name: str - name of the asset, e.g.
StaticMesh- this is not validated, it accepts any string - asset_class_path: [[unreal.TopLevelAssetPath]]
mesh_class = unreal.StaticMesh.static_class() # <Object '/Script/Engine.StaticMesh' (0x000001EF6F294C68) Class 'Class'> class_path = mesh_class.get_path_name() # '/Script/Engine.StaticMesh' top_lvl = unreal.TopLevelAssetPath(package_name = class_path) # <Struct 'TopLevelAssetPath' (0x00000987B9AA7BC0) {package_name: "/Script/Engine", asset_name: "StaticMesh"}> unreal.AssetData(asset_class_path=top_lvl) # <Struct 'AssetData' (0x000009888C40B900) {package_name: "", package_path: "", asset_name: "", asset_class_path: {package_name: "/Script/Engine", asset_name: "StaticMesh"}}>
attributes¶
asset_class → Name
asset_name → Name
get_asset() → Object
get_class() → type(Class)
get_export_text_name() → str
get_full_name() → str
get_tag_value() → str or None
is_asset_loaded() → bool
is_redirector() → bool
is_u_asset() → bool
is_valid() → bool
object_path → Name
package_name → Name
package_path → Name
to_soft_object_path() → SoftObjectPath
tips¶
use unreal.AssetRegistry to get assetData
Backlinks¶
- Illuminating Engineering Society
- e.g. IES in unreal