asset kit
231 tools. Generated from the plugin source; do not edit by hand.
Guide
Content-browser assets: find/query the registry, lifecycle (create, duplicate, rename, move,
delete, save, single + bulk), dependencies and redirectors, validation, metadata, folders,
thumbnails, source control, content browser control, factories for the common simple asset types,
collections, package and disk facts, bulk organisation, structured content (data tables, curves,
string tables, data assets) and advanced file import/export. The kit spans seven classes
(UUeaKit_Asset, UUeaKit_AssetCollections, UUeaKit_AssetRegistry, UUeaKit_AssetPackages,
UUeaKit_AssetSourceControl, UUeaKit_AssetData, UUeaKit_AssetImport), all registering as kit
asset, over two prefixes.
| Prefix | Tools | What it covers |
|---|---|---|
asset. | 191 | registry queries and graphs, lifecycle (single + bulk), collections, packages/disk/dirty state, path and name helpers, bulk organisation, source control, validation, metadata, folders, thumbnails, content browser, factories, data tables, curves, string tables, data assets |
import. | 24 | typed importers (texture, static/skeletal mesh, animation, sound, glTF), configured and batched imports, factory option discovery, reimport management, exporters |
215 tools in total (214 on UE 4.27: import.interchange_info needs 5.1+). Every tool takes JSON arguments named after the C++ struct fields in
camelCase without the b prefix (bRecursive -> recursive). Asset references accept an object
path (/Game/Folder/Asset.Asset), a package path (/Game/Folder/Asset) or a unique bare name.
Start here
asset.find {name, folder, class, recursive, limit}andasset.get_summary {asset}are core tools: always listed, regardless of exposure mode or kit activation.edit.search_tools {query:"import mesh"}finds tools by words in name + description;edit.get_tool_schema {tool:"asset.rename_many"}gives the full input/output JSON schema.edit.enable_kits {kits:["asset"]}advertises everyasset.*/import.*tool in Adaptive mode (they stay callable either way).
Tools
asset. (registry, lifecycle, dependencies, factories)
| Tool | Purpose |
|---|---|
asset.find {name, folder, class, recursive, limit} / asset.list_folder {folder} / asset.exists / asset.exists_many {assets} | Search by name substring + folder + class; folder listing; existence checks (registry only, nothing loaded). |
asset.get_summary / asset.get_registry_tags / asset.get_file_info / asset.get_state_many | Class, parent, dirty state, dependencies, referencers, first 60 properties; registry tags (ParentClass, RowStructure...); file size/timestamp/cooked; bulk loaded/dirty/size. |
asset.list_classes {folder} / asset.count {folder, class} / asset.find_by_class {class, includeDerived, onDiskOnly} / asset.find_by_tag {tag, value, contains} / asset.find_blueprints_by_parent {parentClass, includeSubclasses} | Registry queries. |
asset.get_size_report {folder, class, limit} / asset.list_recent / asset.find_unused {class, folder} | Largest assets + totals per class; most recently modified files; assets nothing references. |
asset.get_dependencies / asset.get_referencers (hard, soft, recursive, maxDepth, includeScript) / asset.find_circular_dependencies | Dependency graph walks (each entry carries depth and via); A -> B -> A cycles. |
asset.list_redirectors {folder} / asset.fix_redirectors {folder, recursive, dryRun, save} | Redirectors left by renames/moves; fix_redirectors loads the referencing packages, repoints them at the real assets and deletes the redirectors. It never prompts (the engine's own FixupReferencers ends in a modal report window and is not used). Run with dryRun:true to list the redirectors and their referencers first; pass save:true to write the updated referencers to disk. |
asset.validate {assets} | Data validation (IsDataValid + registered validators). |
asset.create_folder {folder} / asset.duplicate {asset, folder, newName} / asset.rename / asset.move {asset, folder} | Single-asset lifecycle (rename/move fix up referencers). |
asset.duplicate_many {assets, folder} / asset.move_many / asset.rename_many {folder, find, replace, prefix, suffix, class, dryRun} / asset.delete_many {assets, force} | Bulk versions; per-asset failures are reported instead of stopping. rename_many with dryRun:true previews. |
asset.delete / asset.consolidate {target, assets} | Delete one asset (refuses while referenced); merge duplicates into target and delete them. |
asset.save / asset.save_many {assets} / asset.save_all | Write packages to disk. Nothing is auto-saved. |
asset.create_folders {folders} / asset.rename_folder {folder, newFolder} / asset.duplicate_folder / asset.delete_folder / asset.folder_has_assets | Content folders. |
asset.get_metadata / asset.set_metadata {asset, key, value} / asset.remove_metadata | Editor metadata tags (UMetaData). |
asset.set_texture_settings {asset, srgb, compression, lodGroup, mipGen, maxSize, neverStream, save} | Post-import texture settings (-1 / empty / 0 keep). |
asset.render_thumbnail {asset, size, savePath} | Thumbnail as a PNG image block (32-1024 px). |
asset.get_source_control_state {assets} / asset.checkout / asset.revert | Source control on assets. |
asset.open_editor / asset.get_open_editors / asset.close_editor / asset.close_all_editors | Asset editor windows. |
asset.sync_browser {assets} / asset.set_browser_folder {folder} / asset.get_browser_folder / asset.get_browser_selection | Content Browser navigation and selection. |
asset.create {class, folder, name, factory, factoryProperties, save} / asset.list_factories {contains} | Any class with a "new asset" factory; the factory list with supported class and import extensions. |
asset.create_material / create_material_instance {source:parent} / create_material_function / create_data_table {source:rowStruct} / create_curve {type:float|vector|linearcolor} / create_enum {values} / create_struct {fields:[{name, type, default}]} / create_data_asset {source:class} / create_level {source:template} / create_render_target {width, height} / create_font / create_sound_cue {source:wave} / create_sound_class / create_sound_mix / create_physical_material {source:subclass} / create_physics_asset {source:skeletalMesh} / create_string_table / create_object_library | Typed factories; all take folder, name, save. Struct field types use the bp type syntax (float, object:Actor, struct:HitResult, append [] for arrays). |
asset.data_table_fill {asset, text|file, format} / asset.data_table_export {asset, format, savePath} | DataTable rows from/to CSV or JSON (fill replaces existing rows). |
asset.string_table_list / asset.string_table_set {asset, entries:[{key, value}]} | StringTable entries. |
asset.import_file {file, folder, name} | Automatic importer, no dialogs (FBX, PNG, WAV, ...); simple single-asset variant of import.files. |
import. (files in and out)
| Tool | Purpose |
|---|---|
import.files {files, folder} | Automatic importer, no dialogs, many files at once. |
import.texture {file, folder, srgb, compression, lodGroup, mipGen} | Texture with settings applied at import. |
import.static_mesh {file, folder, importScale, combineMeshes, generateCollision, generateLightmapUVs, importMaterials, importTextures} | FBX/OBJ static mesh. |
import.skeletal_mesh {file, folder, skeleton, createPhysicsAsset, importMorphTargets, importAnimations} | FBX skeletal mesh (reuses skeleton or creates one). |
import.animation {file, folder, skeleton} / import.sound {file, folder} | Animation sequence onto a skeleton; WAV/OGG/FLAC. |
import.reimport {asset, file} / import.export {asset, file} / import.list_formats | Reimport from the recorded (or a new) source; export by extension (fbx, obj, png, tga, wav, csv, json, t3d, copy); supported extensions per factory. |
asset. (collections)
| Tool | Purpose |
|---|---|
asset.list_collections {contains, shareType, includeCounts} / asset.get_asset_collections {asset, recursive} | Collections with share type, storage mode, parent, colour and asset count; which collections hold an asset. |
asset.create_collection {name, shareType, storageMode, parent, query} / asset.delete_collection {collection, recursive} / asset.rename_collection {collection, newName, newShareType} / asset.reparent_collection {collection, parent} | Lifecycle and nesting. Names are sanitised (letters, digits, _, -); shareType is local (default), private or shared; storageMode is static or dynamic (a saved content-browser query). |
asset.add_to_collection {collection, assets} / asset.remove_from_collection / asset.get_collection_assets {collection, recursive, limit} / asset.empty_collection | Static collection contents. |
asset.collection_from_search {name, folder, classFilter, nameContains, limit} | Creates (or refills) a collection from a registry search in one call. |
asset.set_collection_color {collection, r, g, b, a, clear} | Content browser colour. |
asset. (registry queries, graphs and folder audits)
| Tool | Purpose |
|---|---|
asset.query {packagePaths, classes, recursiveClasses, recursivePaths, tags:[{key,value}], packageNames, onDiskOnly, includeTags, limit, offset} | The full FARFilter in one call, with paging. Start here for anything the narrow finders cannot express. |
asset.get_by_package {package, includeTags} / asset.list_by_tag_value {tag, value, folder} / asset.list_tags_of_class {class, folder, sampleSize} | Objects inside one package; exact tag/value matches; the distinct tag keys a class carries, with an example value each. |
asset.get_derived_classes {class, recursive, limit} / asset.get_class_ancestors {class} | Class hierarchy from the registry (native classes and Blueprint generated classes). |
asset.list_paths {base, recursive} / asset.path_exists {path} / asset.scan_paths {paths, force} / asset.scan_files {paths, force} | Content folders known to the registry; force a synchronous rescan after writing files outside the editor. |
asset.registry_status / asset.wait_for_registry {timeoutSeconds} | Whether the initial scan finished; wait_for_registry lets editor frames pass until it does. |
asset.get_dependency_graph {asset, depth, hard, soft, searchable, manage, includeScript, limit} / asset.get_referencer_graph | Edge lists (from, to, category, hard, depth) up to depth 4, downward and upward. |
asset.find_orphans {folder} / asset.find_missing_references {folder} / asset.find_duplicates_by_name {folder} / asset.diff_folders {a, b} | Audits: nothing outside the folder references them; references to packages that no longer exist; same name in several folders; folder comparison by asset name. |
asset.get_asset_size_breakdown {folder, groupBy:"class" or "subfolder"} / asset.list_largest {folder, class, limit} | Disk size grouped or ranked. |
asset. (packages, paths and bulk organisation)
| Tool | Purpose |
|---|---|
asset.get_package_info {asset} / asset.list_loaded_packages {folder, dirtyOnly} / asset.fully_load {asset} | File on disk, size, load/dirty state, PKG flags, objects in the package. |
asset.list_dirty / asset.mark_dirty {assets} / asset.clear_dirty {assets} / asset.save_dirty {prompt, includeMaps, includeContent} | Unsaved-change handling. clear_dirty drops the flag without saving. |
asset.unload_packages {packages, includeDirty} / asset.reload_packages | Free memory / discard in-memory changes. |
asset.sanitize_name {name} / asset.make_unique_name {folder, base, suffix} / asset.validate_path {path} / asset.split_path {path} | Name and path helpers; split_path returns package, asset, sub-object, mount point, folder and the file on disk. |
asset.list_mount_points / asset.list_content_plugins | Content roots (/Game/, /Engine/, plugin mounts) and enabled plugins with content. |
asset.organize_by_class {folder, mapping:[{class, subfolder}], dryRun} / asset.apply_naming_prefix {folder, mapping:[{class, prefix}], dryRun} / asset.find_naming_violations {folder, mapping} | Bulk organisation. Defaults: Blueprints/Materials/Textures/Meshes/Sounds and BP_, M_, MI_, MF_, T_, SM_, SK_, S_. |
asset.move_folder {folder, newParent} / asset.list_empty_folders {folder} / asset.delete_empty_folders {folder, dryRun} / asset.copy_folder_to_plugin {folder, plugin, subfolder} | Folder moves and cleanup; the plugin copy is an advanced copy (dependencies follow). |
asset. (source control per asset)
| Tool | Purpose |
|---|---|
asset.sc_get_provider / asset.sc_status {assets, updateStatus} | Provider name/enabled/available; per-asset checked out (and by whom), modified, added, deleted, current, conflicted, revision. |
asset.sc_checkout_many {assets} / asset.sc_add_many / asset.sc_revert_many {assets, unchangedOnly} / asset.sc_checkin {assets, description, keepCheckedOut} | The everyday operations. |
asset.sc_sync {assets or folder} / asset.sc_history {asset, limit} / asset.sc_diff_against_depot {asset} / asset.sc_list_changed {folder} | Sync to head; revision list; fetch the head revision and report whether the local file differs; locally changed files under a folder. |
asset.sc_lock {assets} / asset.sc_unlock | Locking, where the provider supports it. The engine provider interface has no separate lock operation, so lock is a check out and unlock a revert of an unmodified check out (the reply's hint says so). |
Every source control tool answers E_NOT_SUPPORTED with a clear message when no provider is enabled.
asset. (data tables, curves, string tables, data assets)
| Tool | Purpose |
|---|---|
asset.data_table_info {asset} / asset.data_table_set_row_struct {asset, rowStruct} | Row struct, typed columns, row count, composite parents. Changing the row struct drops every row. |
asset.data_table_list_rows {asset, nameContains, includeValues, limit, offset} / asset.data_table_get_row {asset, row} / asset.data_table_find_rows {asset, column, value, contains} | Reading rows. Columns are addressed by their authored name (what the editor shows). |
asset.data_table_add_row {asset, row, values:[{key,value}]} / asset.data_table_set_cell {asset, row, column, value} / asset.data_table_set_row / asset.data_table_duplicate_row {row, newName} / asset.data_table_rename_row / asset.data_table_reorder_row {row, direction, steps} / asset.data_table_remove_row / asset.data_table_clear | Row CRUD. Values are the same text the details panel accepts; unknown columns come back in problems instead of failing the call. |
asset.data_table_import_csv {asset, csv or file} / asset.data_table_import_json {asset, json or file} / asset.data_table_export_json {asset} | Whole-table import (replaces the rows) and JSON export. asset.data_table_export (CSV or JSON) still exists on the original class. |
asset.composite_table_set_parents {asset, parents} | Parent tables of a CompositeDataTable, lowest priority first. |
asset.curve_info {asset, channel} / asset.curve_get_keys / asset.curve_evaluate {asset, time, channel} | Curve channels: value (CurveFloat), x/y/z (CurveVector), r/g/b/a (CurveLinearColor). Empty channel means every channel. |
asset.curve_add_key {asset, time, value, interp} / asset.curve_set_keys {asset, channel, keys} / asset.curve_remove_key {asset, index or time} / asset.curve_clear / asset.curve_set_interpolation {asset, interp} | Key editing. interp is linear, constant, cubic or none. |
asset.string_table_find {asset, contains, keysOnly} / asset.string_table_import_csv {asset, csv or file, replace} / asset.string_table_export_csv {asset, savePath} / asset.string_table_remove {asset, key} | StringTable search, CSV round trip (header Key,SourceString) and entry removal. |
asset.data_asset_get {asset} / asset.data_asset_set {asset, values:[{key,value}], save} / asset.list_data_assets {class, folder} | Editable properties of any DataAsset as text. |
asset.list_primary_assets {type, limit} / asset.get_primary_asset_id {asset} / asset.asset_manager_scan {paths, type, baseClass, hasBlueprintClasses, editorOnly} | Asset manager: registered types, the id of an asset, and registering a folder as a primary asset type. |
import. (advanced import and export)
| Tool | Purpose |
|---|---|
import.get_options {format, includeOptionsObject} / import.list_importable_extensions / import.list_exporters {class} | Discovery. get_options returns the factory's editable properties with their defaults and the keys to pass to import.with_options (including nested ones such as ImportUI.bImportMaterials). |
import.with_options {file, folder, name, factory, options:[{key,value}], replaceExisting, save} / import.batch {tasks, save} | Configured imports through UAssetImportTask; batch runs every task in one ImportAssetTasks call and reports per task. |
import.fbx_static_mesh / import.fbx_skeletal_mesh / import.fbx_animation | Typed FBX imports with named arguments instead of factory property paths (lightmap UVs, collision, combine, morph targets, physics asset, skeleton, frame range, scale, axis conversion). |
import.texture_with_settings {file, folder, compression, srgb, mipGen, lodGroup, maxSize, flipGreen} / import.audio {file, folder, compressionQuality, looping, soundGroup} | Typed texture and sound imports, settings applied right after the import. |
import.csv_to_data_table {file, rowStruct, folder, name} / import.json_to_data_table | Create a DataTable from a file on disk in one call. |
import.gltf {file, folder, name, options} | glTF/GLB through whichever glTF importer the engine has. |
import.can_reimport {asset} / import.get_source_files {asset} / import.set_source_file {asset, file, index} / import.reimport_many {assets, askForNewFiles} / import.reimport_folder {folder, classFilter, dryRun} | Reimport management; get_source_files also reports which recorded files are gone. |
import.export_many {assets, directory, extension} / import.export_to_fbx {asset, file, options} / import.export_texture {asset, file} / import.export_data_table_csv {asset, file} | Exporting. |
import.get_last_import_log / import.interchange_info (5.1+) | Warnings and errors captured during the last import/export call of this kit; whether Interchange is present and enabled. |
Recipe: import and wire a prop
edit.call_many {
"calls": [
{"tool": "asset.create_folder", "argsJson": "{\"folder\":\"/Game/Props\"}"},
{"tool": "import.static_mesh", "argsJson": "{\"file\":\"D:/Art/Crate.fbx\",\"folder\":\"/Game/Props\",\"name\":\"SM_Crate\"}"},
{"tool": "asset.create_material_instance", "argsJson": "{\"folder\":\"/Game/Props\",\"name\":\"MI_Crate\",\"source\":\"/Game/Materials/M_Base\"}"},
{"tool": "asset.save_many", "argsJson": "{\"assets\":[\"/Game/Props/SM_Crate\",\"/Game/Props/MI_Crate\"]}"}
],
"stopOnError": true
}
argsJson is a JSON object string; each result carries ok, resultJson and milliseconds.
Wrap the batch in edit.begin_transaction {title:"Import crate"} ... edit.end_transaction when
the user should be able to undo it in one step.
Recipe: asset dependency cleanup
asset.list_redirectors {folder:"/Game", recursive:true}->asset.fix_redirectors {folder:"/Game"}.asset.find_unused {class:"Object", folder:"/Game/Old"}(maps and assets referenced only by/Script/count as unused) andasset.get_size_report {folder:"/Game"}to pick targets.- Before deleting:
asset.get_referencers {asset:"T_Old", recursive:true, maxDepth:2}andasset.find_circular_dependencies {asset:"BP_Hub"}. asset.consolidate {target:"/Game/Textures/T_Rock", assets:["/Game/Old/T_Rock2", "/Game/Old/T_Rock_copy"]}redirects every reference and deletes the duplicates;asset.delete_many {assets:[...]}for the rest (force:truenulls out remaining references, so avoid it unless the referencers are being deleted too).asset.validate {assets:[...]}on the survivors, thenasset.save_all.
Recipe: organise a messy folder
asset.find_naming_violations {folder:"/Game/Imported"}andasset.organize_by_class {folder:"/Game/Imported", dryRun:true}- read the plannedchanges.- Adjust with an explicit
mappingwhen the defaults are wrong ([{"class":"Texture","subfolder":"Tex","prefix":"TX_"}]). - Run both for real:
asset.apply_naming_prefix {folder, dryRun:false}first, thenasset.organize_by_class {folder, dryRun:false}(rename before moving). asset.fix_redirectors {folder:"/Game", recursive:true}to clean up after the moves.asset.list_empty_folders {folder:"/Game/Imported"}->asset.delete_empty_folders {folder:"/Game/Imported", dryRun:false}.asset.save_dirty {prompt:false}(orasset.save_all).
Recipe: fill a data table
asset.create_data_table {folder, name, source:"MyRowStruct"}(orasset.data_table_set_row_structon an existing one - it drops every row).asset.data_table_info {asset}to read the column names to use (authored names).asset.data_table_add_row {asset, row:"Sword", values:[{"key":"Damage","value":"12"}]}per row, orimport.csv_to_data_table/asset.data_table_import_csvfor a whole file.asset.data_table_find_rows {asset, column:"Damage", value:"12"}to verify andasset.data_table_export_json {asset}to read it back.asset.save {asset}.
Recipe: collections as a working set
asset.collection_from_search {name:"ReviewMe", folder:"/Game/Characters", classFilter:"SkeletalMesh"}.asset.add_to_collection {collection:"ReviewMe", assets:[...]}for extras andasset.set_collection_color {collection:"ReviewMe", r:1, g:0.6, b:0.1}to make it visible.asset.get_collection_assets {collection:"ReviewMe"}feeds any bulk tool.asset.delete_collection {collection:"ReviewMe", recursive:true}when done (assets are untouched).
Recipe: import with exact factory options
import.get_options {format:"fbx"}- theoptionslist gives every key and its default, including nested ones such asImportUI.bImportMaterials.import.with_options {file, folder, name, options:[{"key":"ImportUI.bImportMaterials","value":"false"}]}, orimport.batch {tasks:[...]}for a whole directory in one call.import.get_last_import_logfor the warnings the importer produced.import.can_reimport {asset}/import.set_source_filewhen the source moved, thenimport.reimport_many {assets}(orimport.reimport_folder {folder, dryRun:true}first).
Gotchas
- Tools marked
Mutatesin the schema run inside an editor transaction and are undoable withedit.undo;edit.begin_transactiongroups several into one step. File imports on disk are not transactional (the source file itself is untouched, but the created asset is). - Destructive tools:
asset.delete,asset.delete_many(force:truenulls references),asset.delete_folder,asset.consolidate,asset.revert.asset.deleterefuses while referencers exist; checkasset.get_referencersfirst. asset.delete,asset.delete_manyandasset.delete_folderareNonUndoable(replyundoable:false): the packages are removed from disk, and when the undo history still references a deleted asset (for example through a deleted actor) the history is cleared, as the editor's own delete does. References held by deleted actors are cleared too, so the same path can be created again in the same session.edit.call_many {atomic:true}and atomicedit.run_workflowrefuse them up front; delete in a separate call (workflowcleanuplists run their steps directly). A checkpoint rollback after a delete reportsnon_undoable_call(andhistory_resetwhen the history was cleared) and never claimscomplete.- Nothing is auto-saved:
asset.save/asset.save_many/asset.save_all(orsave:trueon the create/import tools) write to disk.asset.save_allbeforeplay.startso PIE sees the latest compiled state. asset.rename_manyandasset.find_unusedcan touch hundreds of assets: usedryRun:trueand afolderfilter first. Bulk tools (*_many,asset.validate) report per-itemfailedentries instead of aborting.- Source control tools (
asset.checkout,asset.revert,asset.get_source_control_state) do nothing useful whenedit.sc_inforeportsenabled:false. - Two tools in this kit can open a modal window and must never be called from an unattended editor:
asset.copy_folder_to_plugin(the engine's advanced copy prompts to save, then confirms) andasset.save_dirtywithprompt:true. Everything else in the kit is dialog-free by construction;asset.consolidatewrites the dirtied packages to disk as part of the operation. import.*andasset.import_fileneed a source file on disk reachable by the editor process; they are not smoke-tested for that reason (seeDocs/dev/KIT_AUTHORING.md).- Collections are project-global state stored next to the project, not content assets: they are not
undoable with
edit.undoandasset.delete_collectionis permanent. Names are sanitised, so"My Set"becomesMy_Set- use the sanitised name in follow-up calls (every reply echoes it). asset.organize_by_class,asset.apply_naming_prefixandasset.delete_empty_foldersmove or delete in bulk: run them once withdryRun:trueand readchanges/foldersfirst, then runasset.fix_redirectorsafterwards.asset.unload_packages,asset.reload_packagesandasset.clear_dirtydiscard work. They refuse dirty packages unlessincludeDirty:true, and anything another tool reported about those packages is stale afterwards.- Data table columns of a user-defined struct have mangled internal names; address them by their
authored name (
asset.data_table_infolists both). Unknown columns are reported inproblemsrather than failing the whole write. asset.get_derived_classesandasset.get_class_ancestorsanswer from the asset registry, which only knows what it scanned: callasset.scan_pathsfirst when a Blueprint was just written to disk outside the editor, andasset.wait_for_registryright after startup.import.get_optionsis the reliable way to find an option key: factory property names differ per engine version, andimport.with_optionsreports unknown keys as warnings inloginstead of failing the import.
Tools
Legend. risk 0 = read-only, 1 = harmless editor op, 2 = modifies asset, 3 = deletes/replaces asset, 4 = project/config/build op, 5 = potentially destructive (calls above
MaxAutoRiskneed"_confirm": true). mutates = runs in a transaction (edit.undo reverts). requires PIE / requires world = refused without a PIE session / an open level. requires plugin = unavailable while the plugin is disabled. dryRun = honours thedryRunargument. smoke = covered byedit.self_test.
asset.add_to_collection (risk 4, mutates, smoke)
Adds assets to a static collection. Missing assets are reported, the rest are still added.
| Argument | Type | Description |
|---|---|---|
collection | string | required. |
shareType | string | Default TEXT("local"). |
assets | array of string | required. Assets to add/remove (object path, package path or unique name). |
Returns: collection, message, assets, count.
asset.apply_naming_prefix (risk 3, mutates, dryRun, smoke)
Renames assets so each class carries its naming prefix (BP_, M_, MI_, T_, SM_, SK_, S_ by default). Run with dryRun first.
| Argument | Type | Description |
|---|---|---|
folder | string | required. |
mapping | array of UeaClassFolderRule | Class -> sub-folder / prefix rules. Empty uses the built-in defaults. |
recursive | boolean | Default true. |
dryRun | boolean | Only report what would change. Default false. |
limit | integer | Default 500. |
Returns: changes, count, failedCount, dryRun, rulesUsed.
asset.asset_manager_scan (risk 1, smoke)
Registers content folders with the asset manager as a primary asset type and scans them.
| Argument | Type | Description |
|---|---|---|
paths | array of string | required. Content folders to scan, e.g. ["/Game/Items"]. |
type | string | required. Primary asset type to register the results under. |
baseClass | string | required. Base class of the primary assets, e.g. "PrimaryDataAsset". |
hasBlueprintClasses | boolean | The assets are Blueprint classes rather than instances. Default false. |
editorOnly | boolean | Register the type as editor-only. Default false. |
Returns: type, numScanned, assets, message.
asset.checkout (risk 4)
Checks assets out (or marks them for add) in the active source control provider. Not smoke-tested: needs a provider.
| Argument | Type | Description |
|---|---|---|
assets | array of string | required. Asset references (object path, package path or unique bare name). |
Returns: succeeded, failed, succeededCount, failedCount.
asset.clear_dirty (risk 3)
Clears the dirty flag without saving (the changes stay in memory but the editor stops offering to save). Not smoke-tested: it would hide real unsaved changes of the session.
| Argument | Type | Description |
|---|---|---|
assets | array of string | required. Asset references (object path, package path or unique bare name). |
Returns: succeeded, failed, succeededCount, failedCount.
asset.close_all_editors (risk 0, smoke)
Closes every open asset editor window.
No arguments.
Returns: message.
asset.close_editor (risk 0, smoke)
Closes the editor windows of one asset.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name. |
Returns: message.
asset.collection_from_search (risk 4, mutates, smoke)
Creates (or refills) a static collection from a registry search: folder + class + name substring.
| Argument | Type | Description |
|---|---|---|
name | string | required. Name of the collection to create (or fill when it already exists). |
shareType | string | Default TEXT("local"). |
folder | string | Folder to search. Default "/Game". |
classFilter | string | Optional class filter, e.g. "Material". |
nameContains | string | Optional name substring filter. |
recursive | boolean | Default true. |
limit | integer | Default 500. |
Returns: collection, message, assets, count.
asset.composite_table_set_parents (risk 3, mutates)
Sets the parent tables of a CompositeDataTable (lowest priority first). Not smoke-tested: the smoke chain creates no composite table.
| Argument | Type | Description |
|---|---|---|
asset | string | required. CompositeDataTable asset. |
parents | array of string | required. Parent data tables, lowest priority first. |
Returns: asset, rowStruct, columns, rowCount, sampleRows, composite, parentTables.
asset.consolidate (risk 5, mutates, destructive, smoke)
Consolidates duplicates: every reference to Assets is redirected to Target and the duplicates are deleted.
| Argument | Type | Description |
|---|---|---|
target | string | required. Asset that survives; every reference to the others is redirected to it. |
assets | array of string | required. Assets to merge into Target and delete. |
Returns: succeeded, failed, succeededCount, failedCount.
asset.copy_folder_to_plugin (risk 4, mutates)
Copies a content folder into a plugin's content (advanced copy: dependencies are copied too). INTERACTIVE ONLY: the engine's advanced copy prompts to save and then opens a modal confirmation window, which freezes an unattended editor. Not smoke-tested for that reason.
| Argument | Type | Description |
|---|---|---|
folder | string | required. Source content folder. |
plugin | string | required. Target plugin name or its mount point ("MyPlugin" or "/MyPlugin"). |
subfolder | string | Sub-folder inside the plugin content, e.g. "Imported". |
Returns: message.
asset.count (risk 0, smoke)
Number of assets under a folder (optionally of one class).
| Argument | Type | Description |
|---|---|---|
folder | string | Root folder. Default "/Game". |
class | string | Optional class filter. |
recursive | boolean | Default true. |
Returns: count, result.
asset.create (risk 2, mutates, smoke)
Creates an asset of any class that has a "new asset" factory (Material, SoundCue, DataAsset, ...). Factory properties can be set by name.
| Argument | Type | Description |
|---|---|---|
class | string | required. Asset class name or path (e.g. "Material", "DataTable", "/Script/Engine.SoundCue"). |
folder | string | required. |
name | string | required. |
factory | string | Factory class name (e.g. "MaterialInstanceConstantFactoryNew"). Empty = first factory that can create the class. |
factoryProperties | array of UeaKeyValue | Factory properties to set before creation (e.g. InitialParent, Struct, DataAssetClass). |
save | boolean | Save the new asset to disk immediately. Default false. |
Returns: asset, factory, saved, notes.
asset.create_collection (risk 4, mutates, smoke)
Creates a collection. Names are sanitised (only letters, digits, "_" and "-" survive). Collections are project-global, not content assets.
| Argument | Type | Description |
|---|---|---|
name | string | required. Collection name. Characters that collections cannot store are replaced by "_". |
shareType | string | "local" (default), "private" or "shared". Default TEXT("local"). |
storageMode | string | "static" (default, a list of assets) or "dynamic" (a saved content-browser query). Default TEXT("static"). |
parent | string | Optional parent collection name. |
query | string | Query text for a dynamic collection. |
Returns: collection, message, assets, count.
asset.create_curve (risk 2, mutates, smoke)
Creates a CurveFloat / CurveVector / CurveLinearColor asset.
| Argument | Type | Description |
|---|---|---|
folder | string | required. |
name | string | required. |
type | string | "float", "vector" or "linearcolor". Default TEXT("float"). |
save | boolean | Default false. |
Returns: asset, factory, saved, notes.
asset.create_data_asset (risk 2, mutates, smoke)
Creates a DataAsset (or PrimaryDataAsset) instance of a class (source = class name or Blueprint).
| Argument | Type | Description |
|---|---|---|
folder | string | required. |
name | string | required. |
source | string | Parent material (material instance), row struct (data table), class (data asset / physical material), skeletal mesh (physics asset) or template level (level). |
save | boolean | Default false. |
Returns: asset, factory, saved, notes.
asset.create_data_table (risk 2, mutates, smoke)
Creates a DataTable for a row struct (source = struct name/path, e.g. "MyRowStruct" or a user-defined struct asset).
| Argument | Type | Description |
|---|---|---|
folder | string | required. |
name | string | required. |
source | string | Parent material (material instance), row struct (data table), class (data asset / physical material), skeletal mesh (physics asset) or template level (level). |
save | boolean | Default false. |
Returns: asset, factory, saved, notes.
asset.create_enum (risk 2, mutates, smoke)
Creates a user-defined Enum with the given enumerator names.
| Argument | Type | Description |
|---|---|---|
folder | string | required. |
name | string | required. |
values | array of string | required. Enumerator display names in order. |
save | boolean | Default false. |
Returns: asset, factory, saved, notes.
asset.create_folder (risk 1, mutates, smoke)
Creates a content folder (and parents).
| Argument | Type | Description |
|---|---|---|
folder | string | required. Content folder, e.g. "/Game/Levels". |
recursive | boolean | Default false. |
Returns: message.
asset.create_folders (risk 1, mutates, smoke)
Creates a list of content folders (and their parents).
| Argument | Type | Description |
|---|---|---|
folders | array of string | required. Content folders to create, e.g. ["/Game/Art/Textures", "/Game/Art/Materials"]. |
Returns: succeeded, failed, succeededCount, failedCount.
asset.create_font (risk 2, mutates, smoke)
Creates a runtime Font asset (add font faces afterwards with object.set_property).
| Argument | Type | Description |
|---|---|---|
folder | string | required. |
name | string | required. |
save | boolean | Default false. |
Returns: asset, factory, saved, notes.
asset.create_level (risk 2, mutates, smoke)
Creates a new level asset (source = optional template level to copy). Does not open it; use edit.load_map.
| Argument | Type | Description |
|---|---|---|
folder | string | required. |
name | string | required. |
source | string | Parent material (material instance), row struct (data table), class (data asset / physical material), skeletal mesh (physics asset) or template level (level). |
save | boolean | Default false. |
Returns: asset, factory, saved, notes.
asset.create_material (risk 2, mutates, smoke)
Creates an empty Material.
| Argument | Type | Description |
|---|---|---|
folder | string | required. |
name | string | required. |
save | boolean | Default false. |
Returns: asset, factory, saved, notes.
asset.create_material_function (risk 2, mutates, smoke)
Creates a Material Function.
| Argument | Type | Description |
|---|---|---|
folder | string | required. |
name | string | required. |
save | boolean | Default false. |
Returns: asset, factory, saved, notes.
asset.create_material_instance (risk 2, mutates, smoke)
Creates a Material Instance Constant with the given parent material (source).
| Argument | Type | Description |
|---|---|---|
folder | string | required. |
name | string | required. |
source | string | Parent material (material instance), row struct (data table), class (data asset / physical material), skeletal mesh (physics asset) or template level (level). |
save | boolean | Default false. |
Returns: asset, factory, saved, notes.
asset.create_object_library (risk 2, mutates, smoke)
Creates an ObjectLibrary.
| Argument | Type | Description |
|---|---|---|
folder | string | required. |
name | string | required. |
save | boolean | Default false. |
Returns: asset, factory, saved, notes.
asset.create_physical_material (risk 2, mutates, smoke)
Creates a PhysicalMaterial (source = optional PhysicalMaterial subclass).
| Argument | Type | Description |
|---|---|---|
folder | string | required. |
name | string | required. |
source | string | Parent material (material instance), row struct (data table), class (data asset / physical material), skeletal mesh (physics asset) or template level (level). |
save | boolean | Default false. |
Returns: asset, factory, saved, notes.
asset.create_physics_asset (risk 2, mutates)
Creates a PhysicsAsset for a skeletal mesh (source = skeletal mesh) using the default body setup. Not smoke-tested: the factory can open a modal options dialog.
| Argument | Type | Description |
|---|---|---|
folder | string | required. |
name | string | required. |
source | string | Parent material (material instance), row struct (data table), class (data asset / physical material), skeletal mesh (physics asset) or template level (level). |
save | boolean | Default false. |
Returns: asset, factory, saved, notes.
asset.create_render_target (risk 2, mutates, smoke)
Creates a TextureRenderTarget2D.
| Argument | Type | Description |
|---|---|---|
folder | string | required. |
name | string | required. |
width | integer | Default 256. |
height | integer | Default 256. |
save | boolean | Default false. |
Returns: asset, factory, saved, notes.
asset.create_sound_class (risk 2, mutates, smoke)
Creates a SoundClass.
| Argument | Type | Description |
|---|---|---|
folder | string | required. |
name | string | required. |
save | boolean | Default false. |
Returns: asset, factory, saved, notes.
asset.create_sound_cue (risk 2, mutates, smoke)
Creates a SoundCue (source = optional SoundWave to wire as the first node when supported).
| Argument | Type | Description |
|---|---|---|
folder | string | required. |
name | string | required. |
source | string | Parent material (material instance), row struct (data table), class (data asset / physical material), skeletal mesh (physics asset) or template level (level). |
save | boolean | Default false. |
Returns: asset, factory, saved, notes.
asset.create_sound_mix (risk 2, mutates, smoke)
Creates a SoundMix.
| Argument | Type | Description |
|---|---|---|
folder | string | required. |
name | string | required. |
save | boolean | Default false. |
Returns: asset, factory, saved, notes.
asset.create_string_table (risk 2, mutates, smoke)
Creates a StringTable.
| Argument | Type | Description |
|---|---|---|
folder | string | required. |
name | string | required. |
save | boolean | Default false. |
Returns: asset, factory, saved, notes.
asset.create_struct (risk 2, mutates, smoke)
Creates a user-defined Struct with typed fields.
| Argument | Type | Description |
|---|---|---|
folder | string | required. |
name | string | required. |
fields | array of UeaStructField | required. |
save | boolean | Default false. |
Returns: asset, factory, saved, notes.
asset.curve_add_key (risk 2, mutates, smoke)
Adds one key to a curve channel.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
channel | string | |
time | number | required. |
value | number | required. |
interp | string | "linear" (default), "constant", "cubic" or "none". Default TEXT("linear"). |
Returns: asset, type, channels.
asset.curve_clear (risk 3, mutates, destructive, smoke)
Removes every key of a curve (all channels when channel is empty).
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
channel | string | Channel: "value" (float), "x"/"y"/"z" (vector) or "r"/"g"/"b"/"a" (colour). Empty = every channel. |
Returns: asset, type, channels.
asset.curve_evaluate (risk 0, smoke)
Evaluates a curve at a time (every channel unless one is named).
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
time | number | required. |
channel | string |
Returns: asset, time, values, value.
asset.curve_get_keys (risk 0, smoke)
Keys of a curve channel (time, value, interpolation, tangents).
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
channel | string | Channel: "value" (float), "x"/"y"/"z" (vector) or "r"/"g"/"b"/"a" (colour). Empty = every channel. |
Returns: asset, type, channels.
asset.curve_info (risk 0, smoke)
Type and per-channel key statistics of a CurveFloat / CurveVector / CurveLinearColor.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
channel | string | Channel: "value" (float), "x"/"y"/"z" (vector) or "r"/"g"/"b"/"a" (colour). Empty = every channel. |
Returns: asset, type, channels.
asset.curve_remove_key (risk 3, mutates, destructive, smoke)
Removes one key of a curve channel, by index or by time.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
channel | string | |
index | integer | Index of the key to remove; -1 uses time instead. Default -1. |
time | number | Time of the key to remove (used when index is -1). Default 0.0. |
tolerance | number | Time tolerance when matching by time. Default 0.001. |
Returns: asset, type, channels.
asset.curve_set_interpolation (risk 2, mutates, smoke)
Sets the interpolation mode of every key of a curve channel.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
channel | string | |
interp | string | required. "linear", "constant", "cubic" or "none". |
Returns: asset, type, channels.
asset.curve_set_keys (risk 2, mutates, smoke)
Replaces every key of a curve channel.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
channel | string | Channel to replace. Empty = the first channel. |
keys | array of UeaCurveKey | required. The complete new key list, replacing the current one. |
Returns: asset, type, channels.
asset.data_asset_get (risk 0, smoke)
Every editable property of a DataAsset with its current value as text.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name. |
Returns: asset, class, properties, problems.
asset.data_asset_set (risk 2, mutates, smoke)
Writes properties of a DataAsset from their text form.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
values | array of UeaKeyValue | required. Property -> value as text. |
save | boolean | Default false. |
Returns: asset, class, properties, problems.
asset.data_table_add_row (risk 2, mutates, smoke)
Adds a row (default values, then the given cells).
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
row | string | required. |
values | array of UeaKeyValue | Column -> value as text (the same text the details panel accepts). |
Returns: asset, row, rowCount, problems.
asset.data_table_clear (risk 5, mutates, destructive, smoke)
Removes every row of a DataTable (the row struct is kept).
| Argument | Type | Description |
|---|---|---|
asset | string | required. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name. |
Returns: asset, rowStruct, columns, rowCount, sampleRows, composite, parentTables.
asset.data_table_duplicate_row (risk 2, mutates, smoke)
Duplicates a row under a new name.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
row | string | required. |
newName | string | required. New row name (asset.data_table_rename_row) or the name of the copy (asset.data_table_duplicate_row). |
Returns: asset, row, rowCount, problems.
asset.data_table_export (risk 0, smoke)
Exports a DataTable as CSV or JSON text (optionally to a file).
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
format | string | "csv" (default) or "json". Default TEXT("csv"). |
savePath | string | Optional absolute file path to also write. |
Returns: text, lines, savedTo, problems.
asset.data_table_export_json (risk 0, smoke)
Exports a DataTable as JSON text.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name. |
Returns: text, lines, savedTo, problems.
asset.data_table_fill (risk 2, mutates, smoke)
Fills a DataTable from CSV or JSON text (or a file). Existing rows are replaced.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
text | string | CSV or JSON text (first CSV column = row name). Ignored when File is set. |
file | string | Absolute path of a .csv / .json file. |
format | string | "csv" (default) or "json". Default TEXT("csv"). |
Returns: text, lines, savedTo, problems.
asset.data_table_find_rows (risk 0, smoke)
Rows whose column matches a value (exact or substring).
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
column | string | required. |
value | string | required. Value to look for (text form). |
contains | boolean | Substring match instead of equality. Default false. |
limit | integer | Default 100. |
Returns: asset, rows, total, returned.
asset.data_table_get_row (risk 0, smoke)
Every cell of one row.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
row | string | required. Row name. |
Returns: asset, row, rowCount, problems.
asset.data_table_import_csv (risk 3, mutates, smoke)
Replaces every row of a DataTable from CSV text (or a .csv file).
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
csv | string | CSV text (asset.data_table_import_csv) or JSON text (asset.data_table_import_json). Ignored when file is set. |
json | string | JSON text. Ignored when file is set. |
file | string | Absolute path of a .csv / .json file to read instead. |
Returns: text, lines, savedTo, problems.
asset.data_table_import_json (risk 3, mutates, smoke)
Replaces every row of a DataTable from JSON text (or a .json file).
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
csv | string | CSV text (asset.data_table_import_csv) or JSON text (asset.data_table_import_json). Ignored when file is set. |
json | string | JSON text. Ignored when file is set. |
file | string | Absolute path of a .csv / .json file to read instead. |
Returns: text, lines, savedTo, problems.
asset.data_table_info (risk 0, smoke)
Row struct, columns with their types and row count of a DataTable (or CompositeDataTable).
| Argument | Type | Description |
|---|---|---|
asset | string | required. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name. |
Returns: asset, rowStruct, columns, rowCount, sampleRows, composite, parentTables.
asset.data_table_list_rows (risk 0, smoke)
Row names of a DataTable, with paging and an optional name filter.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
nameContains | string | Only rows whose name contains this substring. |
includeValues | boolean | Also return every cell of each row. Default false. |
limit | integer | Default 100. |
offset | integer | Default 0. |
Returns: asset, rows, total, returned.
asset.data_table_remove_row (risk 3, mutates, destructive, smoke)
Removes one row.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
row | string | required. Row name. |
Returns: asset, rows, total, returned.
asset.data_table_rename_row (risk 2, mutates, smoke)
Renames a row.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
row | string | required. |
newName | string | required. New row name (asset.data_table_rename_row) or the name of the copy (asset.data_table_duplicate_row). |
Returns: asset, row, rowCount, problems.
asset.data_table_reorder_row (risk 2, mutates, smoke)
Moves a row up or down in the table order.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
row | string | required. |
direction | string | "up" or "down". Default TEXT("up"). |
steps | integer | How many positions to move (1 or more). Default 1. |
Returns: asset, rows, total, returned.
asset.data_table_set_cell (risk 2, mutates, smoke)
Writes one cell of one row.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
row | string | required. |
column | string | required. Column name (authored name or internal property name). |
value | string | required. New value as text. |
Returns: asset, row, rowCount, problems.
asset.data_table_set_row (risk 2, mutates, smoke)
Writes several cells of one row (the row must exist).
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
row | string | required. |
values | array of UeaKeyValue | Column -> value as text (the same text the details panel accepts). |
Returns: asset, row, rowCount, problems.
asset.data_table_set_row_struct (risk 3, mutates, smoke)
Changes the row struct of a DataTable. Every existing row is dropped.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
rowStruct | string | required. Row struct: a native struct name ("TableRowBase") or a user defined struct asset path. |
Returns: asset, rowStruct, columns, rowCount, sampleRows, composite, parentTables.
asset.delete (risk 3, mutates, destructive, smoke)
Deletes an asset. Fails if it is still referenced unless Force is used via settings.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name. |
Returns: message.
asset.delete_collection (risk 4, mutates, destructive, smoke)
Destroys a collection (its assets are untouched). With recursive=true child collections go first.
| Argument | Type | Description |
|---|---|---|
collection | string | required. |
shareType | string | Default TEXT("local"). |
recursive | boolean | Also destroy every child collection (depth first). Default false. |
Returns: message.
asset.delete_empty_folders (risk 3, mutates, destructive, dryRun, smoke)
Deletes the empty content folders under a root. Run with dryRun first.
| Argument | Type | Description |
|---|---|---|
folder | string | required. Root to inspect. Default "/Game". |
dryRun | boolean | Default false. |
limit | integer | Default 500. |
Returns: folders, total, deleted, dryRun.
asset.delete_folder (risk 5, mutates, destructive, smoke)
Deletes a content folder and every asset inside it.
| Argument | Type | Description |
|---|---|---|
folder | string | required. Content folder, e.g. "/Game/Levels". |
recursive | boolean | Default false. |
Returns: message.
asset.delete_many (risk 5, mutates, destructive, smoke)
Deletes many assets. With force=true references are nulled out (dangerous).
| Argument | Type | Description |
|---|---|---|
assets | array of string | required. |
force | boolean | Force-delete even when the asset is still referenced (references are nulled). Default false. |
Returns: succeeded, failed, succeededCount, failedCount.
asset.diff_folders (risk 0, smoke)
Compares two folders by asset name: only in A, only in B, in both.
| Argument | Type | Description |
|---|---|---|
a | string | required. First folder. |
b | string | required. Second folder. |
recursive | boolean | Default true. |
Returns: onlyInA, onlyInB, inBoth, countA, countB.
asset.duplicate (risk 2, mutates, smoke)
Duplicates an asset to a folder under a new name.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
folder | string | Destination folder. Defaults to the source folder. |
newName | string | required. |
Returns: asset.
asset.duplicate_folder (risk 2, mutates, smoke)
Duplicates a content folder and its assets.
| Argument | Type | Description |
|---|---|---|
folder | string | required. |
newFolder | string | required. |
Returns: message.
asset.duplicate_many (risk 2, mutates, smoke)
Duplicates many assets into a folder (same names).
| Argument | Type | Description |
|---|---|---|
assets | array of string | required. |
folder | string | required. Destination content folder. |
Returns: succeeded, failed, succeededCount, failedCount.
asset.empty_collection (risk 4, mutates, destructive, smoke)
Removes every asset from a collection without destroying it.
| Argument | Type | Description |
|---|---|---|
collection | string | required. Collection name. Characters that collections cannot store are replaced by "_". |
shareType | string | "local" (default), "private" or "shared". Default TEXT("local"). |
Returns: collection, message, assets, count.
asset.exists (risk 0, smoke)
True when the asset exists; returns its info.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name. |
Returns: asset.
asset.exists_many (risk 0, smoke)
Which of the given assets exist (registry lookup, nothing is loaded).
| Argument | Type | Description |
|---|---|---|
assets | array of string | required. Asset references (object path, package path or unique bare name). |
Returns: existing, missing.
asset.find (risk 0, smoke)
Finds assets by name substring, folder and class.
| Argument | Type | Description |
|---|---|---|
name | string | Substring of the asset name (case-insensitive). Empty lists everything under the folder. |
folder | string | Root folder, e.g. "/Game/Characters". Default "/Game". |
class | string | Class filter, e.g. "Blueprint", "StaticMesh", "Texture2D", "World". |
recursive | boolean | Default true. |
limit | integer | Default 200. |
Returns: assets, total.
asset.find_blueprints_by_parent (risk 0, smoke)
Finds Blueprint assets whose parent class is (or derives from) the given class.
| Argument | Type | Description |
|---|---|---|
parentClass | string | required. Parent class (native like "Character" or a Blueprint path). |
folder | string | |
includeSubclasses | boolean | Also match Blueprints whose parent is a subclass of ParentClass (loads the Blueprints). Default true. |
limit | integer | Default 200. |
Returns: assets, total.
asset.find_by_class (risk 0, smoke)
Finds assets by class with explicit control over derived classes and on-disk only results.
| Argument | Type | Description |
|---|---|---|
class | string | required. Class name or path, e.g. "StaticMesh" or "/Script/Engine.Texture2D". |
folder | string | |
includeDerived | boolean | Include subclasses (e.g. "Texture" also lists Texture2D, TextureCube). Default true. |
recursive | boolean | Default true. |
onDiskOnly | boolean | Only assets known from disk (skips in-memory only objects). Default false. |
limit | integer | Default 200. |
Returns: assets, total.
asset.find_by_tag (risk 0, smoke)
Finds assets by asset-registry tag and value (e.g. tag=ParentClass, value contains "Character").
| Argument | Type | Description |
|---|---|---|
tag | string | required. Asset registry tag, e.g. "ParentClass", "RowStructure", "NumFrames". |
value | string | Exact value. Empty = any asset carrying the tag. |
contains | boolean | Substring match on the value instead of equality. Default false. |
folder | string | |
class | string | |
limit | integer | Default 200. |
Returns: assets, total.
asset.find_circular_dependencies (risk 0, smoke)
Detects dependency cycles that go through the asset (A -> B -> A).
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
hard | boolean | Include hard references (default true). Default true. |
soft | boolean | Include soft references (default true). Default true. |
recursive | boolean | Walk transitively. Default false. |
maxDepth | integer | Maximum depth when recursive (1-10). Default 3. |
includeScript | boolean | Include /Script/ (native code) packages. Default false. |
limit | integer | Default 500. |
Returns: root, cycles, packagesVisited.
asset.find_duplicates_by_name (risk 0, smoke)
Assets sharing the same name in different folders.
| Argument | Type | Description |
|---|---|---|
folder | string | required. Folder to audit. Default "/Game". |
recursive | boolean | Default true. |
limit | integer | Default 200. |
Returns: duplicates, total.
asset.find_missing_references (risk 0, smoke)
References (hard and soft) in a folder that point at packages which no longer exist.
| Argument | Type | Description |
|---|---|---|
folder | string | required. Folder to audit. Default "/Game". |
recursive | boolean | Default true. |
limit | integer | Default 200. |
Returns: missing, assetsChecked, total.
asset.find_naming_violations (risk 0, smoke)
Assets whose name does not carry the prefix expected for their class.
| Argument | Type | Description |
|---|---|---|
folder | string | required. |
mapping | array of UeaClassFolderRule | Class -> sub-folder / prefix rules. Empty uses the built-in defaults. |
recursive | boolean | Default true. |
dryRun | boolean | Only report what would change. Default false. |
limit | integer | Default 500. |
Returns: changes, count, failedCount, dryRun, rulesUsed.
asset.find_orphans (risk 0, smoke)
Assets in a folder that nothing outside that folder references (cleanup candidates).
| Argument | Type | Description |
|---|---|---|
folder | string | required. Folder to audit. Default "/Game". |
recursive | boolean | Default true. |
limit | integer | Default 200. |
Returns: assets, total, returned, offset.
asset.find_unused (risk 0, smoke)
Assets nothing references (candidates for cleanup). Maps and assets referenced only by /Script/ count as unused.
| Argument | Type | Description |
|---|---|---|
class | string | required. Class name or path, e.g. "StaticMesh" or "/Script/Engine.Texture2D". |
folder | string | |
includeDerived | boolean | Include subclasses (e.g. "Texture" also lists Texture2D, TextureCube). Default true. |
recursive | boolean | Default true. |
onDiskOnly | boolean | Only assets known from disk (skips in-memory only objects). Default false. |
limit | integer | Default 200. |
Returns: assets, total.
asset.fix_redirectors (risk 3, mutates, dryRun, smoke)
Fixes up (and deletes) redirectors under a folder so referencers point at the real assets. Loads the referencing packages and rewrites them in memory; pass save=true to write them to disk. Use dryRun=true first to see what would change.
| Argument | Type | Description |
|---|---|---|
folder | string | required. Folder to scan for redirectors, e.g. "/Game". |
recursive | boolean | Default true. |
dryRun | boolean | Only report the redirectors and their referencers; nothing is loaded, changed or deleted. Default false. |
save | boolean | Write the updated referencing packages (and the deletions) to disk. Without it the fix-up only lives in memory until something saves. Default false. |
Returns: redirectors, referencers, fixed, deleted, saved, failed, dryRun.
asset.folder_has_assets (risk 0, smoke)
Whether a folder contains assets (count under it).
| Argument | Type | Description |
|---|---|---|
folder | string | required. Content folder, e.g. "/Game/Levels". |
recursive | boolean | Default false. |
Returns: count, result.
asset.fully_load (risk 1, smoke)
Fully loads a package so every object inside it is in memory.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name. |
Returns: package, file, sizeBytes, existsOnDisk, loaded, fullyLoaded, dirty, isMap, cooked, external, flags, objects, modifiedUtc.
asset.get_asset_collections (risk 0, smoke)
Collections that contain an asset.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Asset whose collections are listed. |
recursive | boolean | Also report collections that contain the asset through a child collection. Default false. |
Returns: collections, total.
asset.get_asset_size_breakdown (risk 0, smoke)
Disk size of a folder grouped by asset class or by sub-folder.
| Argument | Type | Description |
|---|---|---|
folder | string | required. |
groupBy | string | "class" (default) or "subfolder". Default TEXT("class"). |
recursive | boolean | Default true. |
limit | integer | Default 100. |
Returns: groups, totalBytes, assetCount, missingOnDisk.
asset.get_browser_folder (risk 0, smoke)
Folder currently open in the Content Browser.
No arguments.
Returns: folder, selectedFolders.
asset.get_browser_selection (risk 0, smoke)
Assets and folders selected in the Content Browser.
No arguments.
Returns: assets, folders.
asset.get_by_package (risk 0, smoke)
Assets stored in one package (a package can hold more than one object).
| Argument | Type | Description |
|---|---|---|
package | string | required. Package name, e.g. "/Game/Art/M_Wall". |
includeTags | boolean | Default false. |
Returns: assets, total, returned, offset.
asset.get_class_ancestors (risk 0, smoke)
Ancestor classes of a class, nearest parent first.
| Argument | Type | Description |
|---|---|---|
class | string | required. Class name or path, e.g. "Actor" or "/Script/Engine.Actor". |
recursive | boolean | Walk the whole subtree instead of the direct children only. Default true. |
limit | integer | Default 500. |
Returns: class, classes, total.
asset.get_collection_assets (risk 0, smoke)
Object paths held by a collection, optionally including its child collections.
| Argument | Type | Description |
|---|---|---|
collection | string | required. |
shareType | string | Default TEXT("local"). |
recursive | boolean | Include the assets of child collections. Default false. |
limit | integer | Default 500. |
Returns: collection, message, assets, count.
asset.get_dependencies (risk 0, smoke)
Packages the asset depends on, hard/soft, optionally transitive with depth.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
hard | boolean | Include hard references (default true). Default true. |
soft | boolean | Include soft references (default true). Default true. |
recursive | boolean | Walk transitively. Default false. |
maxDepth | integer | Maximum depth when recursive (1-10). Default 3. |
includeScript | boolean | Include /Script/ (native code) packages. Default false. |
limit | integer | Default 500. |
Returns: root, entries, total.
asset.get_dependency_graph (risk 0, smoke)
Dependency graph below an asset as edges, up to depth 4, per reference category.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
depth | integer | Walk depth, 1-4. Default 2. |
hard | boolean | Include hard package references. Default true. |
soft | boolean | Include soft package references. Default true. |
searchable | boolean | Include searchable-name dependencies (gameplay tags, curve rows, ...). Default false. |
manage | boolean | Include asset-manager "manage" dependencies. Default false. |
includeScript | boolean | Include /Script/ (native code) packages. Default false. |
limit | integer | Default 500. |
Returns: root, nodes, edges, nodeCount, edgeCount, truncated.
asset.get_derived_classes (risk 0, smoke)
Subclasses of a class known to the asset registry (native classes and Blueprint generated classes).
| Argument | Type | Description |
|---|---|---|
class | string | required. Class name or path, e.g. "Actor" or "/Script/Engine.Actor". |
recursive | boolean | Walk the whole subtree instead of the direct children only. Default true. |
limit | integer | Default 500. |
Returns: class, classes, total.
asset.get_file_info (risk 0, smoke)
Package file path, size and timestamp on disk, dirty/loaded/cooked state.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name. |
Returns: asset, package, file, sizeBytes, modifiedUtc, existsOnDisk, loaded, dirty, cooked, isMap, isRedirector.
asset.get_metadata (risk 0, smoke)
Editor metadata tags stored on the asset (UMetaData).
| Argument | Type | Description |
|---|---|---|
asset | string | required. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name. |
Returns: entries, count.
asset.get_open_editors (risk 0, smoke)
Assets currently open in asset editor windows.
No arguments.
Returns: assets, total.
asset.get_package_info (risk 0, smoke)
Package of an asset: file on disk, size, load/dirty state, package flags and the objects it holds.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name. |
Returns: package, file, sizeBytes, existsOnDisk, loaded, fullyLoaded, dirty, isMap, cooked, external, flags, objects, modifiedUtc.
asset.get_primary_asset_id (risk 0, smoke)
Primary asset id of an asset (empty when it is not a primary asset).
| Argument | Type | Description |
|---|---|---|
asset | string | required. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name. |
Returns: asset, primaryAssetId, type, isPrimaryAsset.
asset.get_referencer_graph (risk 0, smoke)
Referencer graph above an asset as edges, up to depth 4, per reference category.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
depth | integer | Walk depth, 1-4. Default 2. |
hard | boolean | Include hard package references. Default true. |
soft | boolean | Include soft package references. Default true. |
searchable | boolean | Include searchable-name dependencies (gameplay tags, curve rows, ...). Default false. |
manage | boolean | Include asset-manager "manage" dependencies. Default false. |
includeScript | boolean | Include /Script/ (native code) packages. Default false. |
limit | integer | Default 500. |
Returns: root, nodes, edges, nodeCount, edgeCount, truncated.
asset.get_referencers (risk 0, smoke)
Packages that reference the asset, optionally transitive with depth.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
hard | boolean | Include hard references (default true). Default true. |
soft | boolean | Include soft references (default true). Default true. |
recursive | boolean | Walk transitively. Default false. |
maxDepth | integer | Maximum depth when recursive (1-10). Default 3. |
includeScript | boolean | Include /Script/ (native code) packages. Default false. |
limit | integer | Default 500. |
Returns: root, entries, total.
asset.get_registry_tags (risk 0, smoke)
Asset registry tags of an asset (ParentClass, NumVertices, RowStructure, ...).
| Argument | Type | Description |
|---|---|---|
asset | string | required. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name. |
Returns: entries, count.
asset.get_size_report (risk 0, smoke)
Largest assets on disk under a folder (optionally one class) plus total size per class.
| Argument | Type | Description |
|---|---|---|
folder | string | |
class | string | |
recursive | boolean | Default true. |
limit | integer | Default 50. |
Returns: largest, byClass, totalBytes, assetCount.
asset.get_source_control_state (risk 0, smoke)
Source control state of assets (provider, checked out, modified, who has it).
| Argument | Type | Description |
|---|---|---|
assets | array of string | required. Asset references (object path, package path or unique bare name). |
Returns: enabled, provider, states.
asset.get_state_many (risk 0, smoke)
Existence, loaded/dirty state and size of many assets in one call.
| Argument | Type | Description |
|---|---|---|
assets | array of string | required. Asset references (object path, package path or unique bare name). |
Returns: states, existingCount, missingCount.
asset.get_summary (risk 0, smoke)
Class, parent, dirty state, dependencies, referencers and editable properties of an asset.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name. |
Returns: asset, parentClass, dirty, dependencies, referencers, properties.
asset.import_file (risk 2, mutates)
Imports a file from disk (FBX, PNG, WAV, ...) into a content folder using the engine importers.
| Argument | Type | Description |
|---|---|---|
file | string | required. Absolute path of a file on disk (FBX, PNG, WAV, ...). |
folder | string | required. Destination content folder. |
name | string | Optional asset name; defaults to the file name. |
Returns: assets, total.
asset.label_add_assets (risk 2, mutates)
No description.
No arguments.
asset.label_get (risk 0)
No description.
No arguments.
asset.label_remove_assets (risk 3, mutates, destructive)
No description.
No arguments.
asset.label_set_flags (risk 2, mutates)
No description.
No arguments.
asset.label_set_redirectors (risk 2, mutates, UE 5.8+)
No description.
No arguments.
asset.list_by_tag_value (risk 0, smoke)
Assets whose registry tag has exactly the given value.
| Argument | Type | Description |
|---|---|---|
tag | string | required. Registry tag key, e.g. "ParentClass" or "RowStructure". |
value | string | required. Exact tag value to match. |
folder | string | Folder to restrict the query to. Default "/Game". |
limit | integer | Default 200. |
Returns: assets, total, returned, offset.
asset.list_classes (risk 0, smoke)
Distinct asset classes under a folder with counts.
| Argument | Type | Description |
|---|---|---|
folder | string | Root folder. Default "/Game". |
class | string | Optional class filter. |
recursive | boolean | Default true. |
Returns: classes, total.
asset.list_collections (risk 0, smoke)
Lists content-browser collections with share type, storage mode, parent and asset count.
| Argument | Type | Description |
|---|---|---|
contains | string | Substring filter on the collection name. Empty lists every collection. |
shareType | string | "local" (default), "private", "shared", "system" or "all". Default TEXT("all"). |
includeCounts | boolean | Also report how many assets each collection holds (slower). Default true. |
Returns: collections, total.
asset.list_content_plugins (risk 0, smoke)
Enabled plugins that ship content, with their mount point and asset count.
No arguments.
Returns: plugins, total.
asset.list_data_assets (risk 0, smoke)
DataAssets of a class under a folder.
| Argument | Type | Description |
|---|---|---|
class | string | Data asset class filter, e.g. "PrimaryDataAsset". Default "DataAsset". |
folder | string | |
recursive | boolean | Default true. |
limit | integer | Default 200. |
Returns: assets, total.
asset.list_dirty (risk 0, smoke)
Content and map packages with unsaved changes.
No arguments.
Returns: packages, total, dirtyCount.
asset.list_empty_folders (risk 0, smoke)
Content folders under a root that contain no assets at all.
| Argument | Type | Description |
|---|---|---|
folder | string | required. Root to inspect. Default "/Game". |
dryRun | boolean | Default false. |
limit | integer | Default 500. |
Returns: folders, total, deleted, dryRun.
asset.list_factories (risk 0, smoke)
Lists asset factories: which class each creates, whether it can create new assets and the file extensions it imports.
| Argument | Type | Description |
|---|---|---|
contains | string | Substring filter on factory or supported class name. |
limit | integer | Default 300. |
Returns: factories, total.
asset.list_folder (risk 0, smoke)
Lists the sub-folders and assets directly inside a content folder.
| Argument | Type | Description |
|---|---|---|
folder | string | required. Content folder, e.g. "/Game/Levels". |
recursive | boolean | Default false. |
Returns: subFolders, assets.
asset.list_largest (risk 0, smoke)
Largest assets on disk under a folder, biggest first.
| Argument | Type | Description |
|---|---|---|
folder | string | |
class | string | |
recursive | boolean | Default true. |
limit | integer | Default 20. |
Returns: assets, totalBytes.
asset.list_loaded_packages (risk 0, smoke)
Content packages currently loaded in the editor, optionally only the dirty ones.
| Argument | Type | Description |
|---|---|---|
folder | string | Only report packages under this folder. Empty reports every loaded content package. |
dirtyOnly | boolean | Only packages with unsaved changes. Default false. |
limit | integer | Default 200. |
Returns: packages, total, dirtyCount.
asset.list_mount_points (risk 0, smoke)
Registered content roots ("/Game/", "/Engine/", plugin mounts) and the folders backing them.
No arguments.
Returns: mountPoints, total.
asset.list_paths (risk 0, smoke)
Content sub-paths known to the registry under a base folder.
| Argument | Type | Description |
|---|---|---|
base | string | Base content folder. Default "/Game". |
recursive | boolean | Default true. |
limit | integer | Default 1000. |
Returns: paths, total.
asset.list_primary_assets (risk 0, smoke)
Primary assets registered with the asset manager, optionally of one type.
| Argument | Type | Description |
|---|---|---|
type | string | Primary asset type, e.g. "Map" or "PrimaryAssetLabel". Empty lists every registered type. |
limit | integer | Default 200. |
Returns: assets, types, total.
asset.list_recent (risk 0, smoke)
Most recently modified asset files on disk under a folder.
| Argument | Type | Description |
|---|---|---|
folder | string | |
class | string | |
recursive | boolean | Default true. |
limit | integer | Default 50. |
Returns: assets.
asset.list_redirectors (risk 0, smoke)
Lists object redirectors left behind by renames/moves under a folder.
| Argument | Type | Description |
|---|---|---|
folder | string | required. Content folder, e.g. "/Game/Levels". |
recursive | boolean | Default false. |
Returns: assets, total.
asset.list_tags_of_class (risk 0, smoke)
Distinct registry tag keys seen on assets of a class, with an example value each.
| Argument | Type | Description |
|---|---|---|
class | string | required. Class name or path, e.g. "StaticMesh". |
folder | string | |
recursiveClasses | boolean | Also inspect assets of subclasses. Default true. |
sampleSize | integer | Maximum number of assets to sample. Default 50. |
Returns: tags, assetsSampled.
asset.make_unique_name (risk 0, smoke)
Finds a free asset name in a folder by appending a counter when needed.
| Argument | Type | Description |
|---|---|---|
folder | string | required. |
base | string | required. Base asset name. |
suffix | string | Suffix appended before the uniqueness counter, e.g. "_Copy". |
Returns: name, path, unchanged.
asset.manager_get_asset_bundles (risk 0)
No description.
| Argument | Type | Description |
|---|---|---|
primaryAssetId | string | required. Primary asset id formatted Type:Name. |
asset.manager_get_bundle_state (risk 0, smoke)
No description.
No arguments.
asset.manager_get_load_set (risk 0)
No description.
| Argument | Type | Description |
|---|---|---|
bundles | array of string | Asset bundles to load, such as Client or Server. |
recursive | boolean | Include recursively managed primary assets in the load-set audit. Default false. |
asset.manager_get_rules (risk 0)
No description.
| Argument | Type | Description |
|---|---|---|
primaryAssetId | string | required. Primary asset id formatted Type:Name. |
asset.manager_get_type (risk 0, smoke)
No description.
| Argument | Type | Description |
|---|---|---|
type | string | required. Primary asset type, such as Map or PrimaryAssetLabel. |
asset.manager_list_assets_in_path (risk 0, smoke)
No description.
| Argument | Type | Description |
|---|---|---|
path | string | required. Content path to intersect with the registered primary assets. |
limit | integer | Maximum returned primary assets. Default 200. |
asset.manager_list_type_assets (risk 0, smoke)
No description.
| Argument | Type | Description |
|---|---|---|
type | string | required. Primary asset type, such as Map or PrimaryAssetLabel. |
asset.manager_load_primary (risk 1)
No description.
| Argument | Type | Description |
|---|---|---|
bundles | array of string | Asset bundles to load, such as Client or Server. |
recursive | boolean | Include recursively managed primary assets in the load-set audit. Default false. |
asset.manager_status (risk 0, smoke)
No description.
No arguments.
asset.manager_unload_primary (risk 1)
No description.
| Argument | Type | Description |
|---|---|---|
primaryAssetId | string | required. Primary asset id formatted Type:Name. |
asset.mark_dirty (risk 1, mutates, smoke)
Marks packages dirty so the editor offers to save them.
| Argument | Type | Description |
|---|---|---|
assets | array of string | required. Asset references (object path, package path or unique bare name). |
Returns: succeeded, failed, succeededCount, failedCount.
asset.move (risk 2, mutates, smoke)
Moves an asset to another content folder (keeps the name, fixes up referencers).
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
folder | string | required. Destination content folder, e.g. "/Game/Characters/Hero". |
Returns: asset.
asset.move_folder (risk 3, mutates, smoke)
Moves a content folder (with every asset in it) under another parent folder.
| Argument | Type | Description |
|---|---|---|
folder | string | required. Folder to move, e.g. "/Game/Art/Old". |
newParent | string | required. New parent folder, e.g. "/Game/Archive". The folder keeps its own name. |
Returns: message.
asset.move_many (risk 2, mutates, smoke)
Moves many assets to one folder. Reports per-asset failures instead of stopping.
| Argument | Type | Description |
|---|---|---|
assets | array of string | required. |
folder | string | required. Destination content folder. |
Returns: succeeded, failed, succeededCount, failedCount.
asset.open_editor (risk 1)
Opens the asset in its editor window.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name. |
Returns: asset.
asset.organize_by_class (risk 3, mutates, dryRun, smoke)
Moves assets of a folder into per-class sub-folders (Blueprints/Materials/Textures/Meshes/Sounds by default). Run with dryRun first.
| Argument | Type | Description |
|---|---|---|
folder | string | required. |
mapping | array of UeaClassFolderRule | Class -> sub-folder / prefix rules. Empty uses the built-in defaults. |
recursive | boolean | Default true. |
dryRun | boolean | Only report what would change. Default false. |
limit | integer | Default 500. |
Returns: changes, count, failedCount, dryRun, rulesUsed.
asset.path_exists (risk 0, smoke)
Whether a content folder is known to the registry and/or exists on disk, and how many assets it holds.
| Argument | Type | Description |
|---|---|---|
path | string | required. Content folder to test, e.g. "/Game/Art". |
Returns: path, knownToRegistry, existsOnDisk, assetCount.
asset.preview (risk 0, smoke)
Thumbnail of any asset that has a thumbnail renderer (materials, meshes, textures, Blueprints, widgets, Niagara systems, ...) returned as an image.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Asset (object path, package path or unique name). |
size | integer | Thumbnail edge in pixels (32-1024). Default 256. |
format | string | png or jpg. Default TEXT("png"). |
Returns: width, height, savedTo, imageBase64, imageMimeType.
asset.query (risk 0, smoke)
Full asset-registry query: folders, classes, tags and package names in one filter, with limit/offset paging.
| Argument | Type | Description |
|---|---|---|
packagePaths | array of string | Content folders to search, e.g. ["/Game/Art"]. Empty searches "/Game". |
classes | array of string | Class names or paths, e.g. ["Material", "Texture2D"]. |
recursiveClasses | boolean | Also match subclasses of the listed classes. Default true. |
recursivePaths | boolean | Search sub-folders. Default true. |
tags | array of UeaKeyValue | Tag filters; an empty value matches any asset carrying the tag. |
packageNames | array of string | Exact package names to restrict the query to. |
onDiskOnly | boolean | Only assets known from disk (skips in-memory only objects). Default false. |
includeTags | boolean | Return every registry tag of each asset. Default false. |
limit | integer | Default 200. |
offset | integer | Default 0. |
Returns: assets, total, returned, offset.
asset.registry_status (risk 0, smoke)
Asset registry state: still loading, number of known assets and cached paths.
No arguments.
Returns: loadingAssets, totalAssets, cachedPaths, elapsedSeconds, message.
asset.reload_packages (risk 3)
Reloads packages from disk, discarding in-memory changes. Not smoke-tested: reloading during a test run invalidates fixtures.
| Argument | Type | Description |
|---|---|---|
packages | array of string | required. Package names ("/Game/Folder/Asset") or asset references. |
includeDirty | boolean | Unload/reload even when the package has unsaved changes (the changes are lost). Default false. |
Returns: succeeded, failed, succeededCount, failedCount.
asset.remove_from_collection (risk 4, mutates, smoke)
Removes assets from a static collection.
| Argument | Type | Description |
|---|---|---|
collection | string | required. |
shareType | string | Default TEXT("local"). |
assets | array of string | required. Assets to add/remove (object path, package path or unique name). |
Returns: collection, message, assets, count.
asset.remove_metadata (risk 2, mutates, smoke)
Removes an editor metadata tag.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
key | string | required. |
value | string | Used by asset.set_metadata. |
Returns: entries, count.
asset.rename (risk 2, mutates, smoke)
Renames or moves an asset (fixes up referencers).
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
folder | string | Destination folder. Defaults to the source folder. |
newName | string | required. |
Returns: asset.
asset.rename_collection (risk 4, mutates, smoke)
Renames a collection and optionally moves it to another share type.
| Argument | Type | Description |
|---|---|---|
collection | string | required. |
shareType | string | Default TEXT("local"). |
newName | string | required. |
newShareType | string | New share type; empty keeps the current one. |
Returns: collection, message, assets, count.
asset.rename_folder (risk 2, mutates, smoke)
Renames/moves a content folder with all its assets.
| Argument | Type | Description |
|---|---|---|
folder | string | required. |
newFolder | string | required. |
Returns: message.
asset.rename_many (risk 2, mutates, dryRun, smoke)
Bulk rename by find/replace, prefix and suffix under a folder. Use dryRun to preview.
| Argument | Type | Description |
|---|---|---|
folder | string | Folder whose assets are renamed. Default "/Game". |
find | string | Substring to look for in the asset name (case-insensitive). Empty = match every asset. |
replace | string | Replacement for Find. |
prefix | string | Prefix added when the name does not already start with it. |
suffix | string | Suffix added when the name does not already end with it. |
class | string | Optional class filter (e.g. "Texture2D"). |
recursive | boolean | Default true. |
dryRun | boolean | Only report what would be renamed. Default false. |
limit | integer | Default 500. |
Returns: renames, failed, count, dryRun.
asset.render_thumbnail (risk 0, smoke)
Renders the asset thumbnail (mesh, material, texture, Blueprint, ...) and returns it as a PNG image block.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
size | integer | Square size in pixels (32-1024). Default 256. |
savePath | string | Optional absolute PNG path to also write on disk. |
Returns: width, height, savedTo, imageBase64, imageMimeType.
asset.reparent_collection (risk 4, mutates, smoke)
Nests a collection under a parent collection (empty parent = make it a root collection).
| Argument | Type | Description |
|---|---|---|
collection | string | required. |
shareType | string | Default TEXT("local"). |
parent | string | New parent collection name; empty makes the collection a root collection. |
parentShareType | string | Default TEXT("local"). |
Returns: collection, message, assets, count.
asset.revert (risk 5, destructive)
Reverts assets to the source control head revision (local changes are lost). Not smoke-tested: needs a provider.
| Argument | Type | Description |
|---|---|---|
assets | array of string | required. Asset references (object path, package path or unique bare name). |
Returns: succeeded, failed, succeededCount, failedCount.
asset.sanitize_name (risk 0, smoke)
Turns arbitrary text into a valid asset/package name (invalid characters become "_").
| Argument | Type | Description |
|---|---|---|
name | string | required. Name to sanitise. |
Returns: name, path, unchanged.
asset.save (risk 2)
Saves one asset to disk.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name. |
Returns: asset.
asset.save_all (risk 2)
Saves every dirty asset and level.
No arguments.
Returns: savedCount.
asset.save_dirty (risk 2)
Saves every dirty package to disk. Leave prompt=false: prompt=true opens a modal save dialog that freezes an unattended editor. Not smoke-tested: it would write the session's real unsaved work.
| Argument | Type | Description |
|---|---|---|
prompt | boolean | Show the "save these packages?" dialog instead of saving silently. Never set this from an automated session: the dialog is modal and blocks the editor. Default false. |
includeMaps | boolean | Also save dirty map (level) packages. Default true. |
includeContent | boolean | Also save dirty content packages. Default true. |
Returns: savedCount.
asset.save_many (risk 2)
Saves many assets (only dirty ones unless they are unsaved). Not smoke-tested: writes packages to disk.
| Argument | Type | Description |
|---|---|---|
assets | array of string | required. Asset references (object path, package path or unique bare name). |
Returns: succeeded, failed, succeededCount, failedCount.
asset.sc_add_many (risk 4)
Marks assets for add. Not smoke-tested: needs an enabled source control provider.
| Argument | Type | Description |
|---|---|---|
assets | array of string | required. Assets (object or package paths) to act on. |
updateStatus | boolean | Also refresh the provider state before acting (slower, more accurate). Default true. |
Returns: succeeded, failed, succeededCount, failedCount.
asset.sc_checkin (risk 4)
Submits assets with a description. Not smoke-tested: it would publish changes to the team.
| Argument | Type | Description |
|---|---|---|
assets | array of string | required. |
description | string | required. Changelist / commit description. |
keepCheckedOut | boolean | Keep the files checked out after submitting. Default false. |
Returns: succeeded, failed, succeededCount, failedCount.
asset.sc_checkout_many (risk 4)
Checks assets out. Not smoke-tested: needs an enabled source control provider.
| Argument | Type | Description |
|---|---|---|
assets | array of string | required. Assets (object or package paths) to act on. |
updateStatus | boolean | Also refresh the provider state before acting (slower, more accurate). Default true. |
Returns: succeeded, failed, succeededCount, failedCount.
asset.sc_diff_against_depot (risk 0)
Fetches the head revision of an asset and reports whether the local file differs from it. Not smoke-tested: needs an enabled source control provider.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name. |
Returns: asset, localFile, depotRevision, depotFile, differs, localBytes, depotBytes, message.
asset.sc_get_provider (risk 0, smoke)
Active source control provider, whether it is enabled and reachable, and its status lines.
No arguments.
Returns: provider, enabled, available, status.
asset.sc_history (risk 0)
Revision history of one asset (revision, user, date, description). Not smoke-tested: needs an enabled source control provider.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
limit | integer | Default 20. |
Returns: asset, file, revisions, total.
asset.sc_list_changed (risk 0)
Locally modified, added or deleted files under a folder. Not smoke-tested: needs an enabled source control provider.
| Argument | Type | Description |
|---|---|---|
folder | string | Content folder to inspect. Default "/Game". |
recursive | boolean | Default true. |
limit | integer | Default 500. |
Returns: provider, modified, added, deleted, filesChecked.
asset.sc_lock (risk 4)
Takes an exclusive lock on assets where the provider supports locking (Perforce: an exclusive check out). Not smoke-tested: needs an enabled source control provider.
| Argument | Type | Description |
|---|---|---|
assets | array of string | required. Assets (object or package paths) to act on. |
updateStatus | boolean | Also refresh the provider state before acting (slower, more accurate). Default true. |
Returns: succeeded, failed, succeededCount, failedCount.
asset.sc_revert_many (risk 5, destructive)
Reverts assets to the head revision (local changes are lost). Not smoke-tested: needs an enabled source control provider.
| Argument | Type | Description |
|---|---|---|
assets | array of string | required. |
unchangedOnly | boolean | Only revert files that are checked out but not actually modified. Default false. |
Returns: succeeded, failed, succeededCount, failedCount.
asset.sc_status (risk 0, smoke)
Detailed source control state of assets: checked out (and by whom), modified, added, deleted, current.
| Argument | Type | Description |
|---|---|---|
assets | array of string | required. Assets (object or package paths) to act on. |
updateStatus | boolean | Also refresh the provider state before acting (slower, more accurate). Default true. |
Returns: provider, enabled, states, checkedOutCount, modifiedCount.
asset.sc_sync (risk 3)
Syncs assets (or a whole folder) to the head revision. Not smoke-tested: needs an enabled source control provider.
| Argument | Type | Description |
|---|---|---|
assets | array of string | Assets to sync. Ignored when folder is set. |
folder | string | Content folder to sync instead of individual assets. |
recursive | boolean | Default true. |
Returns: succeeded, failed, succeededCount, failedCount.
asset.sc_unlock (risk 4)
Releases the lock on assets (reverts an unchanged exclusive check out). Not smoke-tested: needs an enabled source control provider.
| Argument | Type | Description |
|---|---|---|
assets | array of string | required. Assets (object or package paths) to act on. |
updateStatus | boolean | Also refresh the provider state before acting (slower, more accurate). Default true. |
Returns: succeeded, failed, succeededCount, failedCount.
asset.scan_files (risk 1, smoke)
Scans individual package files synchronously. Paths may be long package names or files on disk.
| Argument | Type | Description |
|---|---|---|
paths | array of string | required. Content folders (or, for asset.scan_files, package/file paths) to scan. |
force | boolean | Rescan even when the registry already knows the path. Default false. |
Returns: loadingAssets, totalAssets, cachedPaths, elapsedSeconds, message.
asset.scan_paths (risk 1, smoke)
Scans content folders synchronously so newly added files show up in the registry.
| Argument | Type | Description |
|---|---|---|
paths | array of string | required. Content folders (or, for asset.scan_files, package/file paths) to scan. |
force | boolean | Rescan even when the registry already knows the path. Default false. |
Returns: loadingAssets, totalAssets, cachedPaths, elapsedSeconds, message.
asset.set_browser_folder (risk 0, smoke)
Navigates the Content Browser to a folder.
| Argument | Type | Description |
|---|---|---|
folder | string | required. Content folder, e.g. "/Game/Levels". |
recursive | boolean | Default false. |
Returns: folder, selectedFolders.
asset.set_collection_color (risk 4, mutates, smoke)
Sets (or clears) the content-browser colour of a collection.
| Argument | Type | Description |
|---|---|---|
collection | string | required. |
shareType | string | Default TEXT("local"). |
r | number | Red 0-1. Default 1.0. |
g | number | Green 0-1. Default 1.0. |
b | number | Blue 0-1. Default 1.0. |
a | number | Alpha 0-1. Default 1.0. |
clear | boolean | Clear the colour instead of setting it. Default false. |
Returns: collection, message, assets, count.
asset.set_metadata (risk 2, mutates, smoke)
Sets an editor metadata tag on the asset.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
key | string | required. |
value | string | Used by asset.set_metadata. |
Returns: entries, count.
asset.set_texture_settings (risk 2, mutates, smoke)
Changes texture import settings after import: compression, sRGB, max size, group, mip generation.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
srgb | integer | -1 keeps, 0 = linear, 1 = sRGB. Default -1. |
compression | string | e.g. "TC_Default", "TC_Normalmap", "TC_Masks". |
lodGroup | string | e.g. "TEXTUREGROUP_World", "TEXTUREGROUP_UI". |
mipGen | string | e.g. "TMGS_NoMipmaps", "TMGS_FromTextureGroup". |
maxSize | integer | 0 keeps; otherwise the maximum texture size in pixels (power of two). Default 0. |
neverStream | integer | -1 keeps, 0/1 sets NeverStream. Default -1. |
save | boolean | Default false. |
Returns: asset, factory, saved, notes.
asset.split_path (risk 0, smoke)
Splits a path into package, asset, sub-object, mount point and file on disk.
| Argument | Type | Description |
|---|---|---|
path | string | required. Package path, object path or folder, e.g. "/Game/F/A.A:Sub". |
Returns: package, assetName, subObject, mountPoint, folder, file.
asset.string_table_export_csv (risk 0, smoke)
Exports a StringTable as CSV text (optionally also to a file).
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
savePath | string | Optional absolute .csv path to also write. |
Returns: text, lines, savedTo, problems.
asset.string_table_find (risk 0, smoke)
Searches the keys and source strings of a StringTable.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
contains | string | Substring to look for in keys and source strings. |
keysOnly | boolean | Only match the key, not the source string. Default false. |
limit | integer | Default 200. |
Returns: entries, count.
asset.string_table_import_csv (risk 2, mutates, smoke)
Imports StringTable entries from CSV text (or a .csv file) with a "Key,SourceString" header.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
csv | string | CSV text with a "Key,SourceString" header. Ignored when file is set. |
file | string | Absolute .csv path to read instead. |
replace | boolean | Remove the existing entries before importing. Default false. |
Returns: entries, count.
asset.string_table_list (risk 0, smoke)
Key/source-string entries of a StringTable.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name. |
Returns: entries, count.
asset.string_table_remove (risk 3, mutates, destructive, smoke)
Removes one entry of a StringTable.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
key | string | required. Entry key to remove. |
Returns: entries, count.
asset.string_table_set (risk 2, mutates, smoke)
Adds or updates StringTable entries.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
entries | array of UeaKeyValue | required. Key -> source string pairs. |
Returns: entries, count.
asset.sync_browser (risk 0, smoke)
Selects the assets in the Content Browser and scrolls to them.
| Argument | Type | Description |
|---|---|---|
assets | array of string | required. Asset references (object path, package path or unique bare name). |
Returns: message.
asset.unload_packages (risk 3)
Unloads packages from memory (unsaved changes are lost unless includeDirty is false). Not smoke-tested: unloading packages during a test run breaks later tools.
| Argument | Type | Description |
|---|---|---|
packages | array of string | required. Package names ("/Game/Folder/Asset") or asset references. |
includeDirty | boolean | Unload/reload even when the package has unsaved changes (the changes are lost). Default false. |
Returns: succeeded, failed, succeededCount, failedCount.
asset.validate (risk 0, smoke)
Runs the data validation (IsDataValid + registered validators) on assets.
| Argument | Type | Description |
|---|---|---|
assets | array of string | required. Asset references (object path, package path or unique bare name). |
Returns: results, invalidCount.
asset.validate_path (risk 0, smoke)
Whether a path is a valid long package name and/or object path, with the reason when it is not.
| Argument | Type | Description |
|---|---|---|
path | string | required. Package path, object path or folder, e.g. "/Game/F/A.A:Sub". |
Returns: path, validLongPackageName, validObjectPath, exists, reason.
asset.wait_for_registry (risk 1, smoke)
Waits (letting editor frames pass) until the asset registry finished its initial scan.
| Argument | Type | Description |
|---|---|---|
timeoutSeconds | number | Give up after this many seconds (1-600). Default 60.0. |
Returns: loadingAssets, totalAssets, cachedPaths, elapsedSeconds, message.
import.animation (risk 2, mutates)
Imports an animation sequence from FBX onto a skeleton. Not smoke-tested: needs a source file on disk.
| Argument | Type | Description |
|---|---|---|
file | string | required. |
folder | string | required. |
name | string | |
skeleton | string | required. Skeleton the animation targets. |
importScale | number | Default 1.0. |
save | boolean | Default false. |
Returns: assets, total.
import.audio (risk 2, mutates)
Imports a sound wave with compression quality, looping and an optional sound class. Not smoke-tested: needs a source file on disk.
| Argument | Type | Description |
|---|---|---|
file | string | required. |
folder | string | required. |
name | string | |
compressionQuality | integer | 1-100; -1 keeps the importer default. Default -1. |
looping | boolean | Default false. |
soundGroup | string | Sound class / group asset to assign, when given. |
save | boolean | Default false. |
Returns: results, assets, succeededCount, failedCount, log.
import.batch (risk 2, mutates)
Imports many files in one ImportAssetTasks call, each with its own factory and options. Not smoke-tested: needs source files on disk.
| Argument | Type | Description |
|---|---|---|
tasks | array of UeaImportTaskSpec | required. One entry per file to import. |
save | boolean | Default false. |
Returns: results, assets, succeededCount, failedCount, log.
import.can_reimport (risk 0, smoke)
Whether an asset can be reimported, and from which source files.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name. |
Returns: asset, canReimport, sourceFiles, reason.
import.csv_to_data_table (risk 2, mutates)
Creates a DataTable from a CSV file and a row struct. Not smoke-tested: needs a source file on disk.
| Argument | Type | Description |
|---|---|---|
file | string | required. Absolute .csv / .json path. |
rowStruct | string | required. Row struct: a native struct name or a user defined struct asset path. |
folder | string | required. |
name | string | required. |
save | boolean | Default false. |
Returns: results, assets, succeededCount, failedCount, log.
import.export (risk 0)
Exports an asset to a file on disk using the engine exporter matching the extension. Not smoke-tested: writes a file outside the content sandbox.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
file | string | required. Absolute destination file. The extension selects the exporter (fbx, obj, png, tga, wav, csv, json, t3d, copy). |
Returns: file, exporter, sizeBytes, errors.
import.export_data_table_csv (risk 0)
Exports a DataTable to a .csv file on disk. Not smoke-tested: writes files outside the content sandbox.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
file | string | required. Absolute destination file. |
options | array of UeaKeyValue | Exporter properties as text. |
Returns: results, succeededCount, failedCount.
import.export_many (risk 0)
Exports many assets into a directory, one file each. Not smoke-tested: writes files outside the content sandbox.
| Argument | Type | Description |
|---|---|---|
assets | array of string | required. |
directory | string | required. Absolute destination directory. |
extension | string | Force one extension for every asset (e.g. "fbx"); empty picks the exporter default. |
Returns: results, succeededCount, failedCount.
import.export_texture (risk 0)
Exports a texture to PNG/TGA/EXR/HDR. Not smoke-tested: writes files outside the content sandbox.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
file | string | required. Absolute destination file. |
options | array of UeaKeyValue | Exporter properties as text. |
Returns: results, succeededCount, failedCount.
import.export_to_fbx (risk 0)
Exports a mesh, animation or level to FBX with exporter options. Not smoke-tested: writes files outside the content sandbox.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
file | string | required. Absolute destination file. |
options | array of UeaKeyValue | Exporter properties as text. |
Returns: results, succeededCount, failedCount.
import.fbx_animation (risk 2, mutates)
Imports an animation sequence from FBX onto a skeleton, optionally a frame range only. Not smoke-tested: needs a source file on disk.
| Argument | Type | Description |
|---|---|---|
file | string | required. |
folder | string | required. |
name | string | |
skeleton | string | required. Skeleton the animation targets. |
importAllFrames | boolean | Default true. |
frameStart | integer | First frame to import when importAllFrames is false. Default 0. |
frameEnd | integer | Last frame to import when importAllFrames is false. Default 0. |
uniformScale | number | Default 1.0. |
save | boolean | Default false. |
Returns: results, assets, succeededCount, failedCount, log.
import.fbx_skeletal_mesh (risk 2, mutates)
Imports a skeletal mesh from FBX (skeleton, morph targets, physics asset). Not smoke-tested: needs a source file on disk.
| Argument | Type | Description |
|---|---|---|
file | string | required. |
folder | string | required. |
name | string | |
skeleton | string | Existing skeleton to bind to; empty creates a new one. |
importMorphTargets | boolean | Default true. |
importAnimations | boolean | Default false. |
createPhysicsAsset | boolean | Default true. |
importMaterials | boolean | Default true. |
uniformScale | number | Default 1.0. |
convertScene | boolean | Default true. |
forceFrontXAxis | boolean | Default false. |
save | boolean | Default false. |
Returns: results, assets, succeededCount, failedCount, log.
import.fbx_static_mesh (risk 2, mutates)
Imports a static mesh from FBX/OBJ with the usual mesh options. Not smoke-tested: needs a source file on disk.
| Argument | Type | Description |
|---|---|---|
file | string | required. |
folder | string | required. |
name | string | |
generateLightmapUVs | boolean | Default true. |
autoGenerateCollision | boolean | Default true. |
combineMeshes | boolean | Merge every mesh of the file into one asset. Default true. |
importMaterials | boolean | Default true. |
importTextures | boolean | Default true. |
uniformScale | number | Default 1.0. |
convertScene | boolean | Convert the scene axes to Unreal's. Default true. |
forceFrontXAxis | boolean | Use -X as the front axis. Default false. |
save | boolean | Default false. |
Returns: results, assets, succeededCount, failedCount, log.
import.files (risk 2, mutates)
Imports many files with the automatic importer (no dialogs). Not smoke-tested: needs source files on disk.
| Argument | Type | Description |
|---|---|---|
files | array of string | required. Absolute file paths. |
folder | string | required. |
Returns: assets, total.
import.get_last_import_log (risk 0, smoke)
Log lines (warnings and errors) captured during the last import or export tool call of this kit.
No arguments.
Returns: lines, tool, warningCount, errorCount.
import.get_options (risk 0, smoke)
Editable options of the factory that imports a file extension, with their defaults, ready to pass to import.with_options.
| Argument | Type | Description |
|---|---|---|
format | string | required. File extension or file name, e.g. "fbx", ".png" or "C:/mesh.fbx". |
includeOptionsObject | boolean | Also list the properties of the factory's import-options object (FbxImportUI and friends). Default true. |
Returns: format, factory, supportedClass, options, factories.
import.get_source_files (risk 0, smoke)
Source files recorded on an asset, and which of them are missing on disk.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name. |
Returns: asset, files, missing, hasImportData.
import.gltf (risk 2, mutates)
Imports a glTF/GLB file with whichever glTF importer this engine has (Interchange on 5.x, the glTF plugin on 4.27). Not smoke-tested: needs a source file on disk.
| Argument | Type | Description |
|---|---|---|
file | string | required. Absolute path of the file to import. |
folder | string | required. Destination content folder. |
name | string | Asset name; empty uses the file name. |
factory | string | Factory class name; empty picks the factory that claims the extension. |
options | array of UeaKeyValue | Factory (or import-options) properties as text; use import.get_options to discover them. |
replaceExisting | boolean | Default true. |
save | boolean | Default false. |
Returns: results, assets, succeededCount, failedCount, log.
import.interchange_info (risk 0, UE 5.1+, smoke)
Whether the Interchange import framework is available and enabled, and which Interchange plugins are on.
No arguments.
Returns: available, importEnabled, plugins, message.
import.json_to_data_table (risk 2, mutates)
Creates a DataTable from a JSON file and a row struct. Not smoke-tested: needs a source file on disk.
| Argument | Type | Description |
|---|---|---|
file | string | required. Absolute .csv / .json path. |
rowStruct | string | required. Row struct: a native struct name or a user defined struct asset path. |
folder | string | required. |
name | string | required. |
save | boolean | Default false. |
Returns: results, assets, succeededCount, failedCount, log.
import.list_exporters (risk 0, smoke)
Exporters registered in the editor, optionally for one asset class.
| Argument | Type | Description |
|---|---|---|
class | string | Optional class filter, e.g. "StaticMesh". Empty lists every exporter. |
Returns: exporters, total.
import.list_formats (risk 0, smoke)
File extensions the installed importers understand, with the factory handling each.
No arguments.
Returns: formats.
import.list_importable_extensions (risk 0, smoke)
File extensions the installed factories can import, with the factory and asset class of each.
No arguments.
Returns: extensions, total.
import.reimport (risk 3, mutates)
Reimports an asset from its recorded source file (or a new file). Not smoke-tested: needs an imported asset with a source file.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
file | string | Optional new source file. |
Returns: asset.
import.reimport_folder (risk 3, mutates, dryRun, smoke)
Reimports every asset of a folder that has a source file. Run with dryRun first.
| Argument | Type | Description |
|---|---|---|
folder | string | required. |
classFilter | string | Optional class filter, e.g. "Texture2D". |
recursive | boolean | Default true. |
dryRun | boolean | Only list what would be reimported. Default false. |
limit | integer | Default 100. |
Returns: results, assets, succeededCount, failedCount, log.
import.reimport_many (risk 3, mutates)
Reimports assets from their recorded source files. Not smoke-tested: needs imported assets with source files.
| Argument | Type | Description |
|---|---|---|
assets | array of string | required. |
askForNewFiles | boolean | Open a file dialog when the recorded source file is missing (normally off for automation). Default false. |
Returns: results, assets, succeededCount, failedCount, log.
import.set_source_file (risk 2, mutates)
Points an asset at a different source file without reimporting it. Not smoke-tested: needs an imported asset.
| Argument | Type | Description |
|---|---|---|
asset | string | required. |
file | string | required. New absolute source file path. |
index | integer | Index of the source file slot to set (0 = the main one). Default 0. |
Returns: asset, files, missing, hasImportData.
import.skeletal_mesh (risk 2, mutates)
Imports a skeletal mesh from FBX (creates or reuses a skeleton, optional physics asset). Not smoke-tested: needs a source file on disk.
| Argument | Type | Description |
|---|---|---|
file | string | required. |
folder | string | required. |
name | string | |
skeleton | string | Existing skeleton to bind to; empty creates a new one. |
importScale | number | Default 1.0. |
createPhysicsAsset | boolean | Default true. |
importMorphTargets | boolean | Default true. |
importMaterials | boolean | Default true. |
importAnimations | boolean | Default false. |
save | boolean | Default false. |
Returns: assets, total.
import.sound (risk 2, mutates)
Imports a sound wave (WAV/OGG/FLAC). Not smoke-tested: needs a source file on disk.
| Argument | Type | Description |
|---|---|---|
file | string | required. Absolute path of a file on disk (FBX, PNG, WAV, ...). |
folder | string | required. Destination content folder. |
name | string | Optional asset name; defaults to the file name. |
Returns: assets, total.
import.static_mesh (risk 2, mutates)
Imports a static mesh from FBX/OBJ with scale, combine, collision and material options. Not smoke-tested: needs a source file on disk.
| Argument | Type | Description |
|---|---|---|
file | string | required. |
folder | string | required. |
name | string | |
importScale | number | Default 1.0. |
combineMeshes | boolean | Merge every mesh in the file into one asset. Default true. |
generateCollision | boolean | Default true. |
generateLightmapUVs | boolean | Default true. |
importMaterials | boolean | Default true. |
importTextures | boolean | Default true. |
save | boolean | Default false. |
Returns: assets, total.
import.texture (risk 2, mutates)
Imports a texture (PNG/TGA/JPG/EXR/...) with sRGB, compression, group and mip settings. Not smoke-tested: needs a source file on disk.
| Argument | Type | Description |
|---|---|---|
file | string | required. |
folder | string | required. |
name | string | |
srgb | integer | -1 keeps the importer default, 0 = linear, 1 = sRGB. Default -1. |
compression | string | Compression setting name, e.g. "TC_Default", "TC_Normalmap", "TC_Masks", "TC_Grayscale", "TC_HDR". |
lodGroup | string | Texture group, e.g. "TEXTUREGROUP_World", "TEXTUREGROUP_UI". |
mipGen | string | Mip generation, e.g. "TMGS_NoMipmaps", "TMGS_FromTextureGroup". |
save | boolean | Default false. |
Returns: asset, factory, saved, notes.
import.texture_with_settings (risk 2, mutates)
Imports a texture with compression, sRGB, mip, group, size and green-channel settings. Not smoke-tested: needs a source file on disk.
| Argument | Type | Description |
|---|---|---|
file | string | required. |
folder | string | required. |
name | string | |
compression | string | e.g. "TC_Default", "TC_Normalmap", "TC_Masks". |
srgb | integer | -1 keeps the importer default, 0 = linear, 1 = sRGB. Default -1. |
mipGen | string | e.g. "TMGS_NoMipmaps", "TMGS_FromTextureGroup". |
lodGroup | string | e.g. "TEXTUREGROUP_World", "TEXTUREGROUP_UI". |
maxSize | integer | 0 keeps the source size; otherwise the maximum size in pixels. Default 0. |
flipGreen | boolean | Flip the green channel (DirectX to OpenGL normal maps). Default false. |
save | boolean | Default false. |
Returns: results, assets, succeededCount, failedCount, log.
import.with_options (risk 2, mutates)
Imports one file with a factory configured from options[] (see import.get_options). Not smoke-tested: needs a source file on disk.
| Argument | Type | Description |
|---|---|---|
file | string | required. Absolute path of the file to import. |
folder | string | required. Destination content folder. |
name | string | Asset name; empty uses the file name. |
factory | string | Factory class name; empty picks the factory that claims the extension. |
options | array of UeaKeyValue | Factory (or import-options) properties as text; use import.get_options to discover them. |
replaceExisting | boolean | Default true. |
save | boolean | Default false. |
Returns: results, assets, succeededCount, failedCount, log.