UAssetManager::ApplyCustomPrimaryAssetRulesOverride
#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); Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?