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UAssetManager::SetPrimaryAssetTypeRules

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

Description

Changes the default cook/chunk/priority management rules applied to every primary asset of a given type, unless overridden individually via SetPrimaryAssetRules.

Caveats & Gotchas

  • These are normally set once from data (e.g. Primary Data Asset Rules in project settings or PrimaryAssetTypesToScan) — calling this at runtime after the initial scan can change chunk assignment for a whole type on the fly, which most projects don't expect.
  • Per-asset overrides set via SetPrimaryAssetRules always take precedence over the type-level rules set here.

Signature

virtual void SetPrimaryAssetTypeRules(FPrimaryAssetType PrimaryAssetType, const FPrimaryAssetRules& Rules);

Parameters

Name Type Description Default
PrimaryAssetType FPrimaryAssetType Primary asset type to change the default management rules for.
Rules const FPrimaryAssetRules& New default rules (chunk id, cook rule, priority) applied to every asset of this type.

Return Type

void

Example

Force a type to always cook C++
UAssetManager& Manager = UAssetManager::Get();
FPrimaryAssetRules Rules;
Rules.CookRule = EPrimaryAssetCookRule::AlwaysCook;
Manager.SetPrimaryAssetTypeRules(FPrimaryAssetType(TEXT("Item")), Rules);

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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