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UAssetManager::ShouldScanPrimaryAssetType

function Engine Since 4.22
#include "Engine/AssetManager.h"
Access: public Specifiers: virtualconst

Description

Returns true if the specified Primary Asset type info should be scanned during directory scans. Can be overridden by a game-specific Asset Manager subclass to conditionally skip or modify types at runtime.

Caveats & Gotchas

  • TypeInfo is passed by reference and can be modified in the override before returning, which lets you adjust scan paths per-platform or per-build-configuration rather than just accepting or rejecting the entry.
  • Called once per configured Primary Asset type during ScanPrimaryAssetTypesFromConfig, not per-asset, so it can't be used to filter individual assets within a type.

Signature

virtual bool ShouldScanPrimaryAssetType(FPrimaryAssetTypeInfo& TypeInfo) const

Parameters

Name Type Description Default
TypeInfo FPrimaryAssetTypeInfo& Type info entry from Asset Manager settings, possibly modified before scanning.

Return Type

bool

Example

Skip a type in non-editor builds C++
bool UMyAssetManager::ShouldScanPrimaryAssetType(FPrimaryAssetTypeInfo& TypeInfo) const
{
	if (TypeInfo.PrimaryAssetType == FPrimaryAssetType("EditorTool") && !GIsEditor)
	{
		return false;
	}
	return Super::ShouldScanPrimaryAssetType(TypeInfo);
}

Version History

Introduced in: 4.22

Version Status Notes
5.6 stable

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