Skip to content

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_className
asset_nameName
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_pathName
package_nameName
package_pathName
to_soft_object_path() → SoftObjectPath

tips

use unreal.AssetRegistry to get assetData