UAssetManager::GetPrimaryAssetRules
#include "Engine/AssetManager.h"
Access: public
Specifiers: virtualconst
Description
Returns the effective management rules for a primary asset, merging any per-asset override on top of its type's default rules.
Caveats & Gotchas
- • The returned struct is always the merged result — there's no way to see the type-level and per-asset override values separately from this call alone.
- • Reflects rules as of the current scan; changes made via SetPrimaryAssetRules or SetPrimaryAssetTypeRules after the fact are picked up immediately since this recomputes on every call.
Signature
virtual FPrimaryAssetRules GetPrimaryAssetRules(FPrimaryAssetId PrimaryAssetId) const; Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| PrimaryAssetId | FPrimaryAssetId | Primary asset to look up the effective management rules for. | — |
Return Type
FPrimaryAssetRules Example
Check an asset's effective cook rule C++
UAssetManager& Manager = UAssetManager::Get();
FPrimaryAssetRules Rules = Manager.GetPrimaryAssetRules(FPrimaryAssetId(TEXT("Item"), TEXT("Sword")));
if (Rules.CookRule == EPrimaryAssetCookRule::NeverCook)
{
// This asset is intentionally excluded from cooked builds
} Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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