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UAssetManager::SetPrimaryAssetRules

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

Description

Overrides the management (cook/chunk/priority) rules for one specific primary asset, taking precedence over its type's default rules.

Caveats & Gotchas

  • Passing a default-constructed FPrimaryAssetRules doesn't set an empty override — the header notes it deletes any existing per-asset override and falls back to the type rules instead.
  • For merging in only some fields rather than replacing the whole rules struct, use SetPrimaryAssetRulesExplicitly with an explicit override mask instead.

Signature

virtual void SetPrimaryAssetRules(FPrimaryAssetId PrimaryAssetId, const FPrimaryAssetRules& Rules);

Parameters

Name Type Description Default
PrimaryAssetId FPrimaryAssetId Specific primary asset to override management rules for.
Rules const FPrimaryAssetRules& Override rules for this asset. If this equals the default-constructed rules, any existing override is deleted.

Return Type

void

Example

Give one asset a higher chunk priority C++
UAssetManager& Manager = UAssetManager::Get();
FPrimaryAssetRules Rules;
Rules.Priority = 100;
Manager.SetPrimaryAssetRules(FPrimaryAssetId(TEXT("Item"), TEXT("Sword")), Rules);

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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