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UAssetManager::ApplyCustomPrimaryAssetRulesOverride

function Engine Since unknown
#include "Engine/AssetManager.h"
Access: public Specifiers: virtual

Description

Applies a single custom primary asset rule override, matching assets of a type by an optional directory and filter string.

Caveats & Gotchas

  • Applies one override entry at a time; the engine calls this once per entry in UAssetManagerSettings::CustomPrimaryAssetRules during initialization rather than being called in bulk by game code.
  • Overrides applied this way take priority over both the per-type rules set via SetPrimaryAssetTypeRules and per-asset rules set via SetPrimaryAssetRules.

Signature

virtual void ApplyCustomPrimaryAssetRulesOverride(const FPrimaryAssetRulesCustomOverride& CustomOverride)

Parameters

Name Type Description Default
CustomOverride const FPrimaryAssetRulesCustomOverride& Rule override describing a primary asset type, optional filter directory/string, and the rules to apply.

Return Type

void

Example

Bump priority for a filtered group of items C++
FPrimaryAssetRulesCustomOverride Override;
Override.PrimaryAssetType = FPrimaryAssetType(TEXT("Item"));
Override.FilterDirectory.Path = TEXT("/Game/Items/Consumables");
Override.Rules.Priority = 10;
UAssetManager::Get().ApplyCustomPrimaryAssetRulesOverride(Override);

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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