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Kit asset

231 ferramentas. Gerado a partir do código-fonte do plugin; não edite manualmente.

As descrições das ferramentas e dos argumentos são exibidas em inglês porque espelham o schema das ferramentas (o mesmo texto que o agente recebe em tools/list).

Guia​

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.

PrefixToolsWhat it covers
asset.191registry 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.24typed 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​

  1. asset.find {name, folder, class, recursive, limit} and asset.get_summary {asset} are core tools: always listed, regardless of exposure mode or kit activation.
  2. 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.
  3. edit.enable_kits {kits:["asset"]} advertises every asset.* / import.* tool in Adaptive mode (they stay callable either way).

Tools​

asset. (registry, lifecycle, dependencies, factories)​

ToolPurpose
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_manyClass, 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_dependenciesDependency 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_allWrite 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_assetsContent folders.
asset.get_metadata / asset.set_metadata {asset, key, value} / asset.remove_metadataEditor 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.revertSource control on assets.
asset.open_editor / asset.get_open_editors / asset.close_editor / asset.close_all_editorsAsset editor windows.
asset.sync_browser {assets} / asset.set_browser_folder {folder} / asset.get_browser_folder / asset.get_browser_selectionContent 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_libraryTyped 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)​

ToolPurpose
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_formatsReimport 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)​

ToolPurpose
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_collectionStatic 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)​

ToolPurpose
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_graphEdge 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)​

ToolPurpose
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_packagesFree 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_pluginsContent 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)​

ToolPurpose
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_unlockLocking, 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)​

ToolPurpose
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_clearRow 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)​

ToolPurpose
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_animationTyped 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_tableCreate 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​

  1. asset.list_redirectors {folder:"/Game", recursive:true} -> asset.fix_redirectors {folder:"/Game"}.
  2. asset.find_unused {class:"Object", folder:"/Game/Old"} (maps and assets referenced only by /Script/ count as unused) and asset.get_size_report {folder:"/Game"} to pick targets.
  3. Before deleting: asset.get_referencers {asset:"T_Old", recursive:true, maxDepth:2} and asset.find_circular_dependencies {asset:"BP_Hub"}.
  4. 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:true nulls out remaining references, so avoid it unless the referencers are being deleted too).
  5. asset.validate {assets:[...]} on the survivors, then asset.save_all.

Recipe: organise a messy folder​

  1. asset.find_naming_violations {folder:"/Game/Imported"} and asset.organize_by_class {folder:"/Game/Imported", dryRun:true} - read the planned changes.
  2. Adjust with an explicit mapping when the defaults are wrong ([{"class":"Texture","subfolder":"Tex","prefix":"TX_"}]).
  3. Run both for real: asset.apply_naming_prefix {folder, dryRun:false} first, then asset.organize_by_class {folder, dryRun:false} (rename before moving).
  4. asset.fix_redirectors {folder:"/Game", recursive:true} to clean up after the moves.
  5. asset.list_empty_folders {folder:"/Game/Imported"} -> asset.delete_empty_folders {folder:"/Game/Imported", dryRun:false}.
  6. asset.save_dirty {prompt:false} (or asset.save_all).

Recipe: fill a data table​

  1. asset.create_data_table {folder, name, source:"MyRowStruct"} (or asset.data_table_set_row_struct on an existing one - it drops every row).
  2. asset.data_table_info {asset} to read the column names to use (authored names).
  3. asset.data_table_add_row {asset, row:"Sword", values:[{"key":"Damage","value":"12"}]} per row, or import.csv_to_data_table / asset.data_table_import_csv for a whole file.
  4. asset.data_table_find_rows {asset, column:"Damage", value:"12"} to verify and asset.data_table_export_json {asset} to read it back.
  5. asset.save {asset}.

Recipe: collections as a working set​

  1. asset.collection_from_search {name:"ReviewMe", folder:"/Game/Characters", classFilter:"SkeletalMesh"}.
  2. asset.add_to_collection {collection:"ReviewMe", assets:[...]} for extras and asset.set_collection_color {collection:"ReviewMe", r:1, g:0.6, b:0.1} to make it visible.
  3. asset.get_collection_assets {collection:"ReviewMe"} feeds any bulk tool.
  4. asset.delete_collection {collection:"ReviewMe", recursive:true} when done (assets are untouched).

Recipe: import with exact factory options​

  1. import.get_options {format:"fbx"} - the options list gives every key and its default, including nested ones such as ImportUI.bImportMaterials.
  2. import.with_options {file, folder, name, options:[{"key":"ImportUI.bImportMaterials","value":"false"}]}, or import.batch {tasks:[...]} for a whole directory in one call.
  3. import.get_last_import_log for the warnings the importer produced.
  4. import.can_reimport {asset} / import.set_source_file when the source moved, then import.reimport_many {assets} (or import.reimport_folder {folder, dryRun:true} first).

Gotchas​

  • Tools marked Mutates in the schema run inside an editor transaction and are undoable with edit.undo; edit.begin_transaction groups 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:true nulls references), asset.delete_folder, asset.consolidate, asset.revert. asset.delete refuses while referencers exist; check asset.get_referencers first.
  • asset.delete, asset.delete_many and asset.delete_folder are NonUndoable (reply undoable: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 atomic edit.run_workflow refuse them up front; delete in a separate call (workflow cleanup lists run their steps directly). A checkpoint rollback after a delete reports non_undoable_call (and history_reset when the history was cleared) and never claims complete.
  • Nothing is auto-saved: asset.save / asset.save_many / asset.save_all (or save:true on the create/import tools) write to disk. asset.save_all before play.start so PIE sees the latest compiled state.
  • asset.rename_many and asset.find_unused can touch hundreds of assets: use dryRun:true and a folder filter first. Bulk tools (*_many, asset.validate) report per-item failed entries instead of aborting.
  • Source control tools (asset.checkout, asset.revert, asset.get_source_control_state) do nothing useful when edit.sc_info reports enabled: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) and asset.save_dirty with prompt:true. Everything else in the kit is dialog-free by construction; asset.consolidate writes the dirtied packages to disk as part of the operation.
  • import.* and asset.import_file need a source file on disk reachable by the editor process; they are not smoke-tested for that reason (see Docs/dev/KIT_AUTHORING.md).
  • Collections are project-global state stored next to the project, not content assets: they are not undoable with edit.undo and asset.delete_collection is permanent. Names are sanitised, so "My Set" becomes My_Set - use the sanitised name in follow-up calls (every reply echoes it).
  • asset.organize_by_class, asset.apply_naming_prefix and asset.delete_empty_folders move or delete in bulk: run them once with dryRun:true and read changes / folders first, then run asset.fix_redirectors afterwards.
  • asset.unload_packages, asset.reload_packages and asset.clear_dirty discard work. They refuse dirty packages unless includeDirty: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_info lists both). Unknown columns are reported in problems rather than failing the whole write.
  • asset.get_derived_classes and asset.get_class_ancestors answer from the asset registry, which only knows what it scanned: call asset.scan_paths first when a Blueprint was just written to disk outside the editor, and asset.wait_for_registry right after startup.
  • import.get_options is the reliable way to find an option key: factory property names differ per engine version, and import.with_options reports unknown keys as warnings in log instead of failing the import.

Ferramentas​

Legenda. risco 0 = somente leitura, 1 = operação inofensiva do editor, 2 = altera asset, 3 = apaga/substitui asset, 4 = projeto/config/build, 5 = potencialmente destrutivo (chamadas acima de MaxAutoRisk exigem "_confirm": true). altera = roda numa transação (edit.undo reverte). requer PIE / requer mundo = recusado sem sessão PIE / sem nível aberto. requer plugin = indisponível quando o plugin está desativado. dryRun = aceita o argumento dryRun. smoke = coberto por edit.self_test.

asset.add_to_collection (risco 4, altera, smoke)​

Adds assets to a static collection. Missing assets are reported, the rest are still added.

ArgumentoTipoDescrição
collectionstringobrigatório.
shareTypestringPadrão TEXT("local").
assetsarray of stringobrigatório. Assets to add/remove (object path, package path or unique name).

Retorna: collection, message, assets, count.

asset.apply_naming_prefix (risco 3, altera, dryRun, smoke)​

Renames assets so each class carries its naming prefix (BP_, M_, MI_, T_, SM_, SK_, S_ by default). Run with dryRun first.

ArgumentoTipoDescrição
folderstringobrigatório.
mappingarray of UeaClassFolderRuleClass -> sub-folder / prefix rules. Empty uses the built-in defaults.
recursivebooleanPadrão true.
dryRunbooleanOnly report what would change. Padrão false.
limitintegerPadrão 500.

Retorna: changes, count, failedCount, dryRun, rulesUsed.

asset.asset_manager_scan (risco 1, smoke)​

Registers content folders with the asset manager as a primary asset type and scans them.

ArgumentoTipoDescrição
pathsarray of stringobrigatório. Content folders to scan, e.g. ["/Game/Items"].
typestringobrigatório. Primary asset type to register the results under.
baseClassstringobrigatório. Base class of the primary assets, e.g. "PrimaryDataAsset".
hasBlueprintClassesbooleanThe assets are Blueprint classes rather than instances. Padrão false.
editorOnlybooleanRegister the type as editor-only. Padrão false.

Retorna: type, numScanned, assets, message.

asset.checkout (risco 4)​

Checks assets out (or marks them for add) in the active source control provider. Not smoke-tested: needs a provider.

ArgumentoTipoDescrição
assetsarray of stringobrigatório. Asset references (object path, package path or unique bare name).

Retorna: succeeded, failed, succeededCount, failedCount.

asset.clear_dirty (risco 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.

ArgumentoTipoDescrição
assetsarray of stringobrigatório. Asset references (object path, package path or unique bare name).

Retorna: succeeded, failed, succeededCount, failedCount.

asset.close_all_editors (risco 0, smoke)​

Closes every open asset editor window.

Sem argumentos.

Retorna: message.

asset.close_editor (risco 0, smoke)​

Closes the editor windows of one asset.

ArgumentoTipoDescrição
assetstringobrigatório. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Retorna: message.

asset.collection_from_search (risco 4, altera, smoke)​

Creates (or refills) a static collection from a registry search: folder + class + name substring.

ArgumentoTipoDescrição
namestringobrigatório. Name of the collection to create (or fill when it already exists).
shareTypestringPadrão TEXT("local").
folderstringFolder to search. Default "/Game".
classFilterstringOptional class filter, e.g. "Material".
nameContainsstringOptional name substring filter.
recursivebooleanPadrão true.
limitintegerPadrão 500.

Retorna: collection, message, assets, count.

asset.composite_table_set_parents (risco 3, altera)​

Sets the parent tables of a CompositeDataTable (lowest priority first). Not smoke-tested: the smoke chain creates no composite table.

ArgumentoTipoDescrição
assetstringobrigatório. CompositeDataTable asset.
parentsarray of stringobrigatório. Parent data tables, lowest priority first.

Retorna: asset, rowStruct, columns, rowCount, sampleRows, composite, parentTables.

asset.consolidate (risco 5, altera, destrutivo, smoke)​

Consolidates duplicates: every reference to Assets is redirected to Target and the duplicates are deleted.

ArgumentoTipoDescrição
targetstringobrigatório. Asset that survives; every reference to the others is redirected to it.
assetsarray of stringobrigatório. Assets to merge into Target and delete.

Retorna: succeeded, failed, succeededCount, failedCount.

asset.copy_folder_to_plugin (risco 4, altera)​

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.

ArgumentoTipoDescrição
folderstringobrigatório. Source content folder.
pluginstringobrigatório. Target plugin name or its mount point ("MyPlugin" or "/MyPlugin").
subfolderstringSub-folder inside the plugin content, e.g. "Imported".

Retorna: message.

asset.count (risco 0, smoke)​

Number of assets under a folder (optionally of one class).

ArgumentoTipoDescrição
folderstringRoot folder. Default "/Game".
classstringOptional class filter.
recursivebooleanPadrão true.

Retorna: count, result.

asset.create (risco 2, altera, smoke)​

Creates an asset of any class that has a "new asset" factory (Material, SoundCue, DataAsset, ...). Factory properties can be set by name.

ArgumentoTipoDescrição
classstringobrigatório. Asset class name or path (e.g. "Material", "DataTable", "/Script/Engine.SoundCue").
folderstringobrigatório.
namestringobrigatório.
factorystringFactory class name (e.g. "MaterialInstanceConstantFactoryNew"). Empty = first factory that can create the class.
factoryPropertiesarray of UeaKeyValueFactory properties to set before creation (e.g. InitialParent, Struct, DataAssetClass).
savebooleanSave the new asset to disk immediately. Padrão false.

Retorna: asset, factory, saved, notes.

asset.create_collection (risco 4, altera, smoke)​

Creates a collection. Names are sanitised (only letters, digits, "_" and "-" survive). Collections are project-global, not content assets.

ArgumentoTipoDescrição
namestringobrigatório. Collection name. Characters that collections cannot store are replaced by "_".
shareTypestring"local" (default), "private" or "shared". Padrão TEXT("local").
storageModestring"static" (default, a list of assets) or "dynamic" (a saved content-browser query). Padrão TEXT("static").
parentstringOptional parent collection name.
querystringQuery text for a dynamic collection.

Retorna: collection, message, assets, count.

asset.create_curve (risco 2, altera, smoke)​

Creates a CurveFloat / CurveVector / CurveLinearColor asset.

ArgumentoTipoDescrição
folderstringobrigatório.
namestringobrigatório.
typestring"float", "vector" or "linearcolor". Padrão TEXT("float").
savebooleanPadrão false.

Retorna: asset, factory, saved, notes.

asset.create_data_asset (risco 2, altera, smoke)​

Creates a DataAsset (or PrimaryDataAsset) instance of a class (source = class name or Blueprint).

ArgumentoTipoDescrição
folderstringobrigatório.
namestringobrigatório.
sourcestringParent material (material instance), row struct (data table), class (data asset / physical material), skeletal mesh (physics asset) or template level (level).
savebooleanPadrão false.

Retorna: asset, factory, saved, notes.

asset.create_data_table (risco 2, altera, smoke)​

Creates a DataTable for a row struct (source = struct name/path, e.g. "MyRowStruct" or a user-defined struct asset).

ArgumentoTipoDescrição
folderstringobrigatório.
namestringobrigatório.
sourcestringParent material (material instance), row struct (data table), class (data asset / physical material), skeletal mesh (physics asset) or template level (level).
savebooleanPadrão false.

Retorna: asset, factory, saved, notes.

asset.create_enum (risco 2, altera, smoke)​

Creates a user-defined Enum with the given enumerator names.

ArgumentoTipoDescrição
folderstringobrigatório.
namestringobrigatório.
valuesarray of stringobrigatório. Enumerator display names in order.
savebooleanPadrão false.

Retorna: asset, factory, saved, notes.

asset.create_folder (risco 1, altera, smoke)​

Creates a content folder (and parents).

ArgumentoTipoDescrição
folderstringobrigatório. Content folder, e.g. "/Game/Levels".
recursivebooleanPadrão false.

Retorna: message.

asset.create_folders (risco 1, altera, smoke)​

Creates a list of content folders (and their parents).

ArgumentoTipoDescrição
foldersarray of stringobrigatório. Content folders to create, e.g. ["/Game/Art/Textures", "/Game/Art/Materials"].

Retorna: succeeded, failed, succeededCount, failedCount.

asset.create_font (risco 2, altera, smoke)​

Creates a runtime Font asset (add font faces afterwards with object.set_property).

ArgumentoTipoDescrição
folderstringobrigatório.
namestringobrigatório.
savebooleanPadrão false.

Retorna: asset, factory, saved, notes.

asset.create_level (risco 2, altera, smoke)​

Creates a new level asset (source = optional template level to copy). Does not open it; use edit.load_map.

ArgumentoTipoDescrição
folderstringobrigatório.
namestringobrigatório.
sourcestringParent material (material instance), row struct (data table), class (data asset / physical material), skeletal mesh (physics asset) or template level (level).
savebooleanPadrão false.

Retorna: asset, factory, saved, notes.

asset.create_material (risco 2, altera, smoke)​

Creates an empty Material.

ArgumentoTipoDescrição
folderstringobrigatório.
namestringobrigatório.
savebooleanPadrão false.

Retorna: asset, factory, saved, notes.

asset.create_material_function (risco 2, altera, smoke)​

Creates a Material Function.

ArgumentoTipoDescrição
folderstringobrigatório.
namestringobrigatório.
savebooleanPadrão false.

Retorna: asset, factory, saved, notes.

asset.create_material_instance (risco 2, altera, smoke)​

Creates a Material Instance Constant with the given parent material (source).

ArgumentoTipoDescrição
folderstringobrigatório.
namestringobrigatório.
sourcestringParent material (material instance), row struct (data table), class (data asset / physical material), skeletal mesh (physics asset) or template level (level).
savebooleanPadrão false.

Retorna: asset, factory, saved, notes.

asset.create_object_library (risco 2, altera, smoke)​

Creates an ObjectLibrary.

ArgumentoTipoDescrição
folderstringobrigatório.
namestringobrigatório.
savebooleanPadrão false.

Retorna: asset, factory, saved, notes.

asset.create_physical_material (risco 2, altera, smoke)​

Creates a PhysicalMaterial (source = optional PhysicalMaterial subclass).

ArgumentoTipoDescrição
folderstringobrigatório.
namestringobrigatório.
sourcestringParent material (material instance), row struct (data table), class (data asset / physical material), skeletal mesh (physics asset) or template level (level).
savebooleanPadrão false.

Retorna: asset, factory, saved, notes.

asset.create_physics_asset (risco 2, altera)​

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.

ArgumentoTipoDescrição
folderstringobrigatório.
namestringobrigatório.
sourcestringParent material (material instance), row struct (data table), class (data asset / physical material), skeletal mesh (physics asset) or template level (level).
savebooleanPadrão false.

Retorna: asset, factory, saved, notes.

asset.create_render_target (risco 2, altera, smoke)​

Creates a TextureRenderTarget2D.

ArgumentoTipoDescrição
folderstringobrigatório.
namestringobrigatório.
widthintegerPadrão 256.
heightintegerPadrão 256.
savebooleanPadrão false.

Retorna: asset, factory, saved, notes.

asset.create_sound_class (risco 2, altera, smoke)​

Creates a SoundClass.

ArgumentoTipoDescrição
folderstringobrigatório.
namestringobrigatório.
savebooleanPadrão false.

Retorna: asset, factory, saved, notes.

asset.create_sound_cue (risco 2, altera, smoke)​

Creates a SoundCue (source = optional SoundWave to wire as the first node when supported).

ArgumentoTipoDescrição
folderstringobrigatório.
namestringobrigatório.
sourcestringParent material (material instance), row struct (data table), class (data asset / physical material), skeletal mesh (physics asset) or template level (level).
savebooleanPadrão false.

Retorna: asset, factory, saved, notes.

asset.create_sound_mix (risco 2, altera, smoke)​

Creates a SoundMix.

ArgumentoTipoDescrição
folderstringobrigatório.
namestringobrigatório.
savebooleanPadrão false.

Retorna: asset, factory, saved, notes.

asset.create_string_table (risco 2, altera, smoke)​

Creates a StringTable.

ArgumentoTipoDescrição
folderstringobrigatório.
namestringobrigatório.
savebooleanPadrão false.

Retorna: asset, factory, saved, notes.

asset.create_struct (risco 2, altera, smoke)​

Creates a user-defined Struct with typed fields.

ArgumentoTipoDescrição
folderstringobrigatório.
namestringobrigatório.
fieldsarray of UeaStructFieldobrigatório.
savebooleanPadrão false.

Retorna: asset, factory, saved, notes.

asset.curve_add_key (risco 2, altera, smoke)​

Adds one key to a curve channel.

ArgumentoTipoDescrição
assetstringobrigatório.
channelstring
timenumberobrigatório.
valuenumberobrigatório.
interpstring"linear" (default), "constant", "cubic" or "none". Padrão TEXT("linear").

Retorna: asset, type, channels.

asset.curve_clear (risco 3, altera, destrutivo, smoke)​

Removes every key of a curve (all channels when channel is empty).

ArgumentoTipoDescrição
assetstringobrigatório.
channelstringChannel: "value" (float), "x"/"y"/"z" (vector) or "r"/"g"/"b"/"a" (colour). Empty = every channel.

Retorna: asset, type, channels.

asset.curve_evaluate (risco 0, smoke)​

Evaluates a curve at a time (every channel unless one is named).

ArgumentoTipoDescrição
assetstringobrigatório.
timenumberobrigatório.
channelstring

Retorna: asset, time, values, value.

asset.curve_get_keys (risco 0, smoke)​

Keys of a curve channel (time, value, interpolation, tangents).

ArgumentoTipoDescrição
assetstringobrigatório.
channelstringChannel: "value" (float), "x"/"y"/"z" (vector) or "r"/"g"/"b"/"a" (colour). Empty = every channel.

Retorna: asset, type, channels.

asset.curve_info (risco 0, smoke)​

Type and per-channel key statistics of a CurveFloat / CurveVector / CurveLinearColor.

ArgumentoTipoDescrição
assetstringobrigatório.
channelstringChannel: "value" (float), "x"/"y"/"z" (vector) or "r"/"g"/"b"/"a" (colour). Empty = every channel.

Retorna: asset, type, channels.

asset.curve_remove_key (risco 3, altera, destrutivo, smoke)​

Removes one key of a curve channel, by index or by time.

ArgumentoTipoDescrição
assetstringobrigatório.
channelstring
indexintegerIndex of the key to remove; -1 uses time instead. Padrão -1.
timenumberTime of the key to remove (used when index is -1). Padrão 0.0.
tolerancenumberTime tolerance when matching by time. Padrão 0.001.

Retorna: asset, type, channels.

asset.curve_set_interpolation (risco 2, altera, smoke)​

Sets the interpolation mode of every key of a curve channel.

ArgumentoTipoDescrição
assetstringobrigatório.
channelstring
interpstringobrigatório. "linear", "constant", "cubic" or "none".

Retorna: asset, type, channels.

asset.curve_set_keys (risco 2, altera, smoke)​

Replaces every key of a curve channel.

ArgumentoTipoDescrição
assetstringobrigatório.
channelstringChannel to replace. Empty = the first channel.
keysarray of UeaCurveKeyobrigatório. The complete new key list, replacing the current one.

Retorna: asset, type, channels.

asset.data_asset_get (risco 0, smoke)​

Every editable property of a DataAsset with its current value as text.

ArgumentoTipoDescrição
assetstringobrigatório. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Retorna: asset, class, properties, problems.

asset.data_asset_set (risco 2, altera, smoke)​

Writes properties of a DataAsset from their text form.

ArgumentoTipoDescrição
assetstringobrigatório.
valuesarray of UeaKeyValueobrigatório. Property -> value as text.
savebooleanPadrão false.

Retorna: asset, class, properties, problems.

asset.data_table_add_row (risco 2, altera, smoke)​

Adds a row (default values, then the given cells).

ArgumentoTipoDescrição
assetstringobrigatório.
rowstringobrigatório.
valuesarray of UeaKeyValueColumn -> value as text (the same text the details panel accepts).

Retorna: asset, row, rowCount, problems.

asset.data_table_clear (risco 5, altera, destrutivo, smoke)​

Removes every row of a DataTable (the row struct is kept).

ArgumentoTipoDescrição
assetstringobrigatório. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Retorna: asset, rowStruct, columns, rowCount, sampleRows, composite, parentTables.

asset.data_table_duplicate_row (risco 2, altera, smoke)​

Duplicates a row under a new name.

ArgumentoTipoDescrição
assetstringobrigatório.
rowstringobrigatório.
newNamestringobrigatório. New row name (asset.data_table_rename_row) or the name of the copy (asset.data_table_duplicate_row).

Retorna: asset, row, rowCount, problems.

asset.data_table_export (risco 0, smoke)​

Exports a DataTable as CSV or JSON text (optionally to a file).

ArgumentoTipoDescrição
assetstringobrigatório.
formatstring"csv" (default) or "json". Padrão TEXT("csv").
savePathstringOptional absolute file path to also write.

Retorna: text, lines, savedTo, problems.

asset.data_table_export_json (risco 0, smoke)​

Exports a DataTable as JSON text.

ArgumentoTipoDescrição
assetstringobrigatório. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Retorna: text, lines, savedTo, problems.

asset.data_table_fill (risco 2, altera, smoke)​

Fills a DataTable from CSV or JSON text (or a file). Existing rows are replaced.

ArgumentoTipoDescrição
assetstringobrigatório.
textstringCSV or JSON text (first CSV column = row name). Ignored when File is set.
filestringAbsolute path of a .csv / .json file.
formatstring"csv" (default) or "json". Padrão TEXT("csv").

Retorna: text, lines, savedTo, problems.

asset.data_table_find_rows (risco 0, smoke)​

Rows whose column matches a value (exact or substring).

ArgumentoTipoDescrição
assetstringobrigatório.
columnstringobrigatório.
valuestringobrigatório. Value to look for (text form).
containsbooleanSubstring match instead of equality. Padrão false.
limitintegerPadrão 100.

Retorna: asset, rows, total, returned.

asset.data_table_get_row (risco 0, smoke)​

Every cell of one row.

ArgumentoTipoDescrição
assetstringobrigatório.
rowstringobrigatório. Row name.

Retorna: asset, row, rowCount, problems.

asset.data_table_import_csv (risco 3, altera, smoke)​

Replaces every row of a DataTable from CSV text (or a .csv file).

ArgumentoTipoDescrição
assetstringobrigatório.
csvstringCSV text (asset.data_table_import_csv) or JSON text (asset.data_table_import_json). Ignored when file is set.
jsonstringJSON text. Ignored when file is set.
filestringAbsolute path of a .csv / .json file to read instead.

Retorna: text, lines, savedTo, problems.

asset.data_table_import_json (risco 3, altera, smoke)​

Replaces every row of a DataTable from JSON text (or a .json file).

ArgumentoTipoDescrição
assetstringobrigatório.
csvstringCSV text (asset.data_table_import_csv) or JSON text (asset.data_table_import_json). Ignored when file is set.
jsonstringJSON text. Ignored when file is set.
filestringAbsolute path of a .csv / .json file to read instead.

Retorna: text, lines, savedTo, problems.

asset.data_table_info (risco 0, smoke)​

Row struct, columns with their types and row count of a DataTable (or CompositeDataTable).

ArgumentoTipoDescrição
assetstringobrigatório. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Retorna: asset, rowStruct, columns, rowCount, sampleRows, composite, parentTables.

asset.data_table_list_rows (risco 0, smoke)​

Row names of a DataTable, with paging and an optional name filter.

ArgumentoTipoDescrição
assetstringobrigatório.
nameContainsstringOnly rows whose name contains this substring.
includeValuesbooleanAlso return every cell of each row. Padrão false.
limitintegerPadrão 100.
offsetintegerPadrão 0.

Retorna: asset, rows, total, returned.

asset.data_table_remove_row (risco 3, altera, destrutivo, smoke)​

Removes one row.

ArgumentoTipoDescrição
assetstringobrigatório.
rowstringobrigatório. Row name.

Retorna: asset, rows, total, returned.

asset.data_table_rename_row (risco 2, altera, smoke)​

Renames a row.

ArgumentoTipoDescrição
assetstringobrigatório.
rowstringobrigatório.
newNamestringobrigatório. New row name (asset.data_table_rename_row) or the name of the copy (asset.data_table_duplicate_row).

Retorna: asset, row, rowCount, problems.

asset.data_table_reorder_row (risco 2, altera, smoke)​

Moves a row up or down in the table order.

ArgumentoTipoDescrição
assetstringobrigatório.
rowstringobrigatório.
directionstring"up" or "down". Padrão TEXT("up").
stepsintegerHow many positions to move (1 or more). Padrão 1.

Retorna: asset, rows, total, returned.

asset.data_table_set_cell (risco 2, altera, smoke)​

Writes one cell of one row.

ArgumentoTipoDescrição
assetstringobrigatório.
rowstringobrigatório.
columnstringobrigatório. Column name (authored name or internal property name).
valuestringobrigatório. New value as text.

Retorna: asset, row, rowCount, problems.

asset.data_table_set_row (risco 2, altera, smoke)​

Writes several cells of one row (the row must exist).

ArgumentoTipoDescrição
assetstringobrigatório.
rowstringobrigatório.
valuesarray of UeaKeyValueColumn -> value as text (the same text the details panel accepts).

Retorna: asset, row, rowCount, problems.

asset.data_table_set_row_struct (risco 3, altera, smoke)​

Changes the row struct of a DataTable. Every existing row is dropped.

ArgumentoTipoDescrição
assetstringobrigatório.
rowStructstringobrigatório. Row struct: a native struct name ("TableRowBase") or a user defined struct asset path.

Retorna: asset, rowStruct, columns, rowCount, sampleRows, composite, parentTables.

asset.delete (risco 3, altera, destrutivo, smoke)​

Deletes an asset. Fails if it is still referenced unless Force is used via settings.

ArgumentoTipoDescrição
assetstringobrigatório. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Retorna: message.

asset.delete_collection (risco 4, altera, destrutivo, smoke)​

Destroys a collection (its assets are untouched). With recursive=true child collections go first.

ArgumentoTipoDescrição
collectionstringobrigatório.
shareTypestringPadrão TEXT("local").
recursivebooleanAlso destroy every child collection (depth first). Padrão false.

Retorna: message.

asset.delete_empty_folders (risco 3, altera, destrutivo, dryRun, smoke)​

Deletes the empty content folders under a root. Run with dryRun first.

ArgumentoTipoDescrição
folderstringobrigatório. Root to inspect. Default "/Game".
dryRunbooleanPadrão false.
limitintegerPadrão 500.

Retorna: folders, total, deleted, dryRun.

asset.delete_folder (risco 5, altera, destrutivo, smoke)​

Deletes a content folder and every asset inside it.

ArgumentoTipoDescrição
folderstringobrigatório. Content folder, e.g. "/Game/Levels".
recursivebooleanPadrão false.

Retorna: message.

asset.delete_many (risco 5, altera, destrutivo, smoke)​

Deletes many assets. With force=true references are nulled out (dangerous).

ArgumentoTipoDescrição
assetsarray of stringobrigatório.
forcebooleanForce-delete even when the asset is still referenced (references are nulled). Padrão false.

Retorna: succeeded, failed, succeededCount, failedCount.

asset.diff_folders (risco 0, smoke)​

Compares two folders by asset name: only in A, only in B, in both.

ArgumentoTipoDescrição
astringobrigatório. First folder.
bstringobrigatório. Second folder.
recursivebooleanPadrão true.

Retorna: onlyInA, onlyInB, inBoth, countA, countB.

asset.duplicate (risco 2, altera, smoke)​

Duplicates an asset to a folder under a new name.

ArgumentoTipoDescrição
assetstringobrigatório.
folderstringDestination folder. Defaults to the source folder.
newNamestringobrigatório.

Retorna: asset.

asset.duplicate_folder (risco 2, altera, smoke)​

Duplicates a content folder and its assets.

ArgumentoTipoDescrição
folderstringobrigatório.
newFolderstringobrigatório.

Retorna: message.

asset.duplicate_many (risco 2, altera, smoke)​

Duplicates many assets into a folder (same names).

ArgumentoTipoDescrição
assetsarray of stringobrigatório.
folderstringobrigatório. Destination content folder.

Retorna: succeeded, failed, succeededCount, failedCount.

asset.empty_collection (risco 4, altera, destrutivo, smoke)​

Removes every asset from a collection without destroying it.

ArgumentoTipoDescrição
collectionstringobrigatório. Collection name. Characters that collections cannot store are replaced by "_".
shareTypestring"local" (default), "private" or "shared". Padrão TEXT("local").

Retorna: collection, message, assets, count.

asset.exists (risco 0, smoke)​

True when the asset exists; returns its info.

ArgumentoTipoDescrição
assetstringobrigatório. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Retorna: asset.

asset.exists_many (risco 0, smoke)​

Which of the given assets exist (registry lookup, nothing is loaded).

ArgumentoTipoDescrição
assetsarray of stringobrigatório. Asset references (object path, package path or unique bare name).

Retorna: existing, missing.

asset.find (risco 0, smoke)​

Finds assets by name substring, folder and class.

ArgumentoTipoDescrição
namestringSubstring of the asset name (case-insensitive). Empty lists everything under the folder.
folderstringRoot folder, e.g. "/Game/Characters". Default "/Game".
classstringClass filter, e.g. "Blueprint", "StaticMesh", "Texture2D", "World".
recursivebooleanPadrão true.
limitintegerPadrão 200.

Retorna: assets, total.

asset.find_blueprints_by_parent (risco 0, smoke)​

Finds Blueprint assets whose parent class is (or derives from) the given class.

ArgumentoTipoDescrição
parentClassstringobrigatório. Parent class (native like "Character" or a Blueprint path).
folderstring
includeSubclassesbooleanAlso match Blueprints whose parent is a subclass of ParentClass (loads the Blueprints). Padrão true.
limitintegerPadrão 200.

Retorna: assets, total.

asset.find_by_class (risco 0, smoke)​

Finds assets by class with explicit control over derived classes and on-disk only results.

ArgumentoTipoDescrição
classstringobrigatório. Class name or path, e.g. "StaticMesh" or "/Script/Engine.Texture2D".
folderstring
includeDerivedbooleanInclude subclasses (e.g. "Texture" also lists Texture2D, TextureCube). Padrão true.
recursivebooleanPadrão true.
onDiskOnlybooleanOnly assets known from disk (skips in-memory only objects). Padrão false.
limitintegerPadrão 200.

Retorna: assets, total.

asset.find_by_tag (risco 0, smoke)​

Finds assets by asset-registry tag and value (e.g. tag=ParentClass, value contains "Character").

ArgumentoTipoDescrição
tagstringobrigatório. Asset registry tag, e.g. "ParentClass", "RowStructure", "NumFrames".
valuestringExact value. Empty = any asset carrying the tag.
containsbooleanSubstring match on the value instead of equality. Padrão false.
folderstring
classstring
limitintegerPadrão 200.

Retorna: assets, total.

asset.find_circular_dependencies (risco 0, smoke)​

Detects dependency cycles that go through the asset (A -> B -> A).

ArgumentoTipoDescrição
assetstringobrigatório.
hardbooleanInclude hard references (default true). Padrão true.
softbooleanInclude soft references (default true). Padrão true.
recursivebooleanWalk transitively. Padrão false.
maxDepthintegerMaximum depth when recursive (1-10). Padrão 3.
includeScriptbooleanInclude /Script/ (native code) packages. Padrão false.
limitintegerPadrão 500.

Retorna: root, cycles, packagesVisited.

asset.find_duplicates_by_name (risco 0, smoke)​

Assets sharing the same name in different folders.

ArgumentoTipoDescrição
folderstringobrigatório. Folder to audit. Default "/Game".
recursivebooleanPadrão true.
limitintegerPadrão 200.

Retorna: duplicates, total.

asset.find_missing_references (risco 0, smoke)​

References (hard and soft) in a folder that point at packages which no longer exist.

ArgumentoTipoDescrição
folderstringobrigatório. Folder to audit. Default "/Game".
recursivebooleanPadrão true.
limitintegerPadrão 200.

Retorna: missing, assetsChecked, total.

asset.find_naming_violations (risco 0, smoke)​

Assets whose name does not carry the prefix expected for their class.

ArgumentoTipoDescrição
folderstringobrigatório.
mappingarray of UeaClassFolderRuleClass -> sub-folder / prefix rules. Empty uses the built-in defaults.
recursivebooleanPadrão true.
dryRunbooleanOnly report what would change. Padrão false.
limitintegerPadrão 500.

Retorna: changes, count, failedCount, dryRun, rulesUsed.

asset.find_orphans (risco 0, smoke)​

Assets in a folder that nothing outside that folder references (cleanup candidates).

ArgumentoTipoDescrição
folderstringobrigatório. Folder to audit. Default "/Game".
recursivebooleanPadrão true.
limitintegerPadrão 200.

Retorna: assets, total, returned, offset.

asset.find_unused (risco 0, smoke)​

Assets nothing references (candidates for cleanup). Maps and assets referenced only by /Script/ count as unused.

ArgumentoTipoDescrição
classstringobrigatório. Class name or path, e.g. "StaticMesh" or "/Script/Engine.Texture2D".
folderstring
includeDerivedbooleanInclude subclasses (e.g. "Texture" also lists Texture2D, TextureCube). Padrão true.
recursivebooleanPadrão true.
onDiskOnlybooleanOnly assets known from disk (skips in-memory only objects). Padrão false.
limitintegerPadrão 200.

Retorna: assets, total.

asset.fix_redirectors (risco 3, altera, 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.

ArgumentoTipoDescrição
folderstringobrigatório. Folder to scan for redirectors, e.g. "/Game".
recursivebooleanPadrão true.
dryRunbooleanOnly report the redirectors and their referencers; nothing is loaded, changed or deleted. Padrão false.
savebooleanWrite the updated referencing packages (and the deletions) to disk. Without it the fix-up only lives in memory until something saves. Padrão false.

Retorna: redirectors, referencers, fixed, deleted, saved, failed, dryRun.

asset.folder_has_assets (risco 0, smoke)​

Whether a folder contains assets (count under it).

ArgumentoTipoDescrição
folderstringobrigatório. Content folder, e.g. "/Game/Levels".
recursivebooleanPadrão false.

Retorna: count, result.

asset.fully_load (risco 1, smoke)​

Fully loads a package so every object inside it is in memory.

ArgumentoTipoDescrição
assetstringobrigatório. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Retorna: package, file, sizeBytes, existsOnDisk, loaded, fullyLoaded, dirty, isMap, cooked, external, flags, objects, modifiedUtc.

asset.get_asset_collections (risco 0, smoke)​

Collections that contain an asset.

ArgumentoTipoDescrição
assetstringobrigatório. Asset whose collections are listed.
recursivebooleanAlso report collections that contain the asset through a child collection. Padrão false.

Retorna: collections, total.

asset.get_asset_size_breakdown (risco 0, smoke)​

Disk size of a folder grouped by asset class or by sub-folder.

ArgumentoTipoDescrição
folderstringobrigatório.
groupBystring"class" (default) or "subfolder". Padrão TEXT("class").
recursivebooleanPadrão true.
limitintegerPadrão 100.

Retorna: groups, totalBytes, assetCount, missingOnDisk.

asset.get_browser_folder (risco 0, smoke)​

Folder currently open in the Content Browser.

Sem argumentos.

Retorna: folder, selectedFolders.

asset.get_browser_selection (risco 0, smoke)​

Assets and folders selected in the Content Browser.

Sem argumentos.

Retorna: assets, folders.

asset.get_by_package (risco 0, smoke)​

Assets stored in one package (a package can hold more than one object).

ArgumentoTipoDescrição
packagestringobrigatório. Package name, e.g. "/Game/Art/M_Wall".
includeTagsbooleanPadrão false.

Retorna: assets, total, returned, offset.

asset.get_class_ancestors (risco 0, smoke)​

Ancestor classes of a class, nearest parent first.

ArgumentoTipoDescrição
classstringobrigatório. Class name or path, e.g. "Actor" or "/Script/Engine.Actor".
recursivebooleanWalk the whole subtree instead of the direct children only. Padrão true.
limitintegerPadrão 500.

Retorna: class, classes, total.

asset.get_collection_assets (risco 0, smoke)​

Object paths held by a collection, optionally including its child collections.

ArgumentoTipoDescrição
collectionstringobrigatório.
shareTypestringPadrão TEXT("local").
recursivebooleanInclude the assets of child collections. Padrão false.
limitintegerPadrão 500.

Retorna: collection, message, assets, count.

asset.get_dependencies (risco 0, smoke)​

Packages the asset depends on, hard/soft, optionally transitive with depth.

ArgumentoTipoDescrição
assetstringobrigatório.
hardbooleanInclude hard references (default true). Padrão true.
softbooleanInclude soft references (default true). Padrão true.
recursivebooleanWalk transitively. Padrão false.
maxDepthintegerMaximum depth when recursive (1-10). Padrão 3.
includeScriptbooleanInclude /Script/ (native code) packages. Padrão false.
limitintegerPadrão 500.

Retorna: root, entries, total.

asset.get_dependency_graph (risco 0, smoke)​

Dependency graph below an asset as edges, up to depth 4, per reference category.

ArgumentoTipoDescrição
assetstringobrigatório.
depthintegerWalk depth, 1-4. Padrão 2.
hardbooleanInclude hard package references. Padrão true.
softbooleanInclude soft package references. Padrão true.
searchablebooleanInclude searchable-name dependencies (gameplay tags, curve rows, ...). Padrão false.
managebooleanInclude asset-manager "manage" dependencies. Padrão false.
includeScriptbooleanInclude /Script/ (native code) packages. Padrão false.
limitintegerPadrão 500.

Retorna: root, nodes, edges, nodeCount, edgeCount, truncated.

asset.get_derived_classes (risco 0, smoke)​

Subclasses of a class known to the asset registry (native classes and Blueprint generated classes).

ArgumentoTipoDescrição
classstringobrigatório. Class name or path, e.g. "Actor" or "/Script/Engine.Actor".
recursivebooleanWalk the whole subtree instead of the direct children only. Padrão true.
limitintegerPadrão 500.

Retorna: class, classes, total.

asset.get_file_info (risco 0, smoke)​

Package file path, size and timestamp on disk, dirty/loaded/cooked state.

ArgumentoTipoDescrição
assetstringobrigatório. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Retorna: asset, package, file, sizeBytes, modifiedUtc, existsOnDisk, loaded, dirty, cooked, isMap, isRedirector.

asset.get_metadata (risco 0, smoke)​

Editor metadata tags stored on the asset (UMetaData).

ArgumentoTipoDescrição
assetstringobrigatório. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Retorna: entries, count.

asset.get_open_editors (risco 0, smoke)​

Assets currently open in asset editor windows.

Sem argumentos.

Retorna: assets, total.

asset.get_package_info (risco 0, smoke)​

Package of an asset: file on disk, size, load/dirty state, package flags and the objects it holds.

ArgumentoTipoDescrição
assetstringobrigatório. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Retorna: package, file, sizeBytes, existsOnDisk, loaded, fullyLoaded, dirty, isMap, cooked, external, flags, objects, modifiedUtc.

asset.get_primary_asset_id (risco 0, smoke)​

Primary asset id of an asset (empty when it is not a primary asset).

ArgumentoTipoDescrição
assetstringobrigatório. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Retorna: asset, primaryAssetId, type, isPrimaryAsset.

asset.get_referencer_graph (risco 0, smoke)​

Referencer graph above an asset as edges, up to depth 4, per reference category.

ArgumentoTipoDescrição
assetstringobrigatório.
depthintegerWalk depth, 1-4. Padrão 2.
hardbooleanInclude hard package references. Padrão true.
softbooleanInclude soft package references. Padrão true.
searchablebooleanInclude searchable-name dependencies (gameplay tags, curve rows, ...). Padrão false.
managebooleanInclude asset-manager "manage" dependencies. Padrão false.
includeScriptbooleanInclude /Script/ (native code) packages. Padrão false.
limitintegerPadrão 500.

Retorna: root, nodes, edges, nodeCount, edgeCount, truncated.

asset.get_referencers (risco 0, smoke)​

Packages that reference the asset, optionally transitive with depth.

ArgumentoTipoDescrição
assetstringobrigatório.
hardbooleanInclude hard references (default true). Padrão true.
softbooleanInclude soft references (default true). Padrão true.
recursivebooleanWalk transitively. Padrão false.
maxDepthintegerMaximum depth when recursive (1-10). Padrão 3.
includeScriptbooleanInclude /Script/ (native code) packages. Padrão false.
limitintegerPadrão 500.

Retorna: root, entries, total.

asset.get_registry_tags (risco 0, smoke)​

Asset registry tags of an asset (ParentClass, NumVertices, RowStructure, ...).

ArgumentoTipoDescrição
assetstringobrigatório. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Retorna: entries, count.

asset.get_size_report (risco 0, smoke)​

Largest assets on disk under a folder (optionally one class) plus total size per class.

ArgumentoTipoDescrição
folderstring
classstring
recursivebooleanPadrão true.
limitintegerPadrão 50.

Retorna: largest, byClass, totalBytes, assetCount.

asset.get_source_control_state (risco 0, smoke)​

Source control state of assets (provider, checked out, modified, who has it).

ArgumentoTipoDescrição
assetsarray of stringobrigatório. Asset references (object path, package path or unique bare name).

Retorna: enabled, provider, states.

asset.get_state_many (risco 0, smoke)​

Existence, loaded/dirty state and size of many assets in one call.

ArgumentoTipoDescrição
assetsarray of stringobrigatório. Asset references (object path, package path or unique bare name).

Retorna: states, existingCount, missingCount.

asset.get_summary (risco 0, smoke)​

Class, parent, dirty state, dependencies, referencers and editable properties of an asset.

ArgumentoTipoDescrição
assetstringobrigatório. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Retorna: asset, parentClass, dirty, dependencies, referencers, properties.

asset.import_file (risco 2, altera)​

Imports a file from disk (FBX, PNG, WAV, ...) into a content folder using the engine importers.

ArgumentoTipoDescrição
filestringobrigatório. Absolute path of a file on disk (FBX, PNG, WAV, ...).
folderstringobrigatório. Destination content folder.
namestringOptional asset name; defaults to the file name.

Retorna: assets, total.

asset.label_add_assets (risco 2, altera)​

Sem descrição.

Sem argumentos.

asset.label_get (risco 0)​

Sem descrição.

Sem argumentos.

asset.label_remove_assets (risco 3, altera, destrutivo)​

Sem descrição.

Sem argumentos.

asset.label_set_flags (risco 2, altera)​

Sem descrição.

Sem argumentos.

asset.label_set_redirectors (risco 2, altera, UE 5.8+)​

Sem descrição.

Sem argumentos.

asset.list_by_tag_value (risco 0, smoke)​

Assets whose registry tag has exactly the given value.

ArgumentoTipoDescrição
tagstringobrigatório. Registry tag key, e.g. "ParentClass" or "RowStructure".
valuestringobrigatório. Exact tag value to match.
folderstringFolder to restrict the query to. Default "/Game".
limitintegerPadrão 200.

Retorna: assets, total, returned, offset.

asset.list_classes (risco 0, smoke)​

Distinct asset classes under a folder with counts.

ArgumentoTipoDescrição
folderstringRoot folder. Default "/Game".
classstringOptional class filter.
recursivebooleanPadrão true.

Retorna: classes, total.

asset.list_collections (risco 0, smoke)​

Lists content-browser collections with share type, storage mode, parent and asset count.

ArgumentoTipoDescrição
containsstringSubstring filter on the collection name. Empty lists every collection.
shareTypestring"local" (default), "private", "shared", "system" or "all". Padrão TEXT("all").
includeCountsbooleanAlso report how many assets each collection holds (slower). Padrão true.

Retorna: collections, total.

asset.list_content_plugins (risco 0, smoke)​

Enabled plugins that ship content, with their mount point and asset count.

Sem argumentos.

Retorna: plugins, total.

asset.list_data_assets (risco 0, smoke)​

DataAssets of a class under a folder.

ArgumentoTipoDescrição
classstringData asset class filter, e.g. "PrimaryDataAsset". Default "DataAsset".
folderstring
recursivebooleanPadrão true.
limitintegerPadrão 200.

Retorna: assets, total.

asset.list_dirty (risco 0, smoke)​

Content and map packages with unsaved changes.

Sem argumentos.

Retorna: packages, total, dirtyCount.

asset.list_empty_folders (risco 0, smoke)​

Content folders under a root that contain no assets at all.

ArgumentoTipoDescrição
folderstringobrigatório. Root to inspect. Default "/Game".
dryRunbooleanPadrão false.
limitintegerPadrão 500.

Retorna: folders, total, deleted, dryRun.

asset.list_factories (risco 0, smoke)​

Lists asset factories: which class each creates, whether it can create new assets and the file extensions it imports.

ArgumentoTipoDescrição
containsstringSubstring filter on factory or supported class name.
limitintegerPadrão 300.

Retorna: factories, total.

asset.list_folder (risco 0, smoke)​

Lists the sub-folders and assets directly inside a content folder.

ArgumentoTipoDescrição
folderstringobrigatório. Content folder, e.g. "/Game/Levels".
recursivebooleanPadrão false.

Retorna: subFolders, assets.

asset.list_largest (risco 0, smoke)​

Largest assets on disk under a folder, biggest first.

ArgumentoTipoDescrição
folderstring
classstring
recursivebooleanPadrão true.
limitintegerPadrão 20.

Retorna: assets, totalBytes.

asset.list_loaded_packages (risco 0, smoke)​

Content packages currently loaded in the editor, optionally only the dirty ones.

ArgumentoTipoDescrição
folderstringOnly report packages under this folder. Empty reports every loaded content package.
dirtyOnlybooleanOnly packages with unsaved changes. Padrão false.
limitintegerPadrão 200.

Retorna: packages, total, dirtyCount.

asset.list_mount_points (risco 0, smoke)​

Registered content roots ("/Game/", "/Engine/", plugin mounts) and the folders backing them.

Sem argumentos.

Retorna: mountPoints, total.

asset.list_paths (risco 0, smoke)​

Content sub-paths known to the registry under a base folder.

ArgumentoTipoDescrição
basestringBase content folder. Default "/Game".
recursivebooleanPadrão true.
limitintegerPadrão 1000.

Retorna: paths, total.

asset.list_primary_assets (risco 0, smoke)​

Primary assets registered with the asset manager, optionally of one type.

ArgumentoTipoDescrição
typestringPrimary asset type, e.g. "Map" or "PrimaryAssetLabel". Empty lists every registered type.
limitintegerPadrão 200.

Retorna: assets, types, total.

asset.list_recent (risco 0, smoke)​

Most recently modified asset files on disk under a folder.

ArgumentoTipoDescrição
folderstring
classstring
recursivebooleanPadrão true.
limitintegerPadrão 50.

Retorna: assets.

asset.list_redirectors (risco 0, smoke)​

Lists object redirectors left behind by renames/moves under a folder.

ArgumentoTipoDescrição
folderstringobrigatório. Content folder, e.g. "/Game/Levels".
recursivebooleanPadrão false.

Retorna: assets, total.

asset.list_tags_of_class (risco 0, smoke)​

Distinct registry tag keys seen on assets of a class, with an example value each.

ArgumentoTipoDescrição
classstringobrigatório. Class name or path, e.g. "StaticMesh".
folderstring
recursiveClassesbooleanAlso inspect assets of subclasses. Padrão true.
sampleSizeintegerMaximum number of assets to sample. Padrão 50.

Retorna: tags, assetsSampled.

asset.make_unique_name (risco 0, smoke)​

Finds a free asset name in a folder by appending a counter when needed.

ArgumentoTipoDescrição
folderstringobrigatório.
basestringobrigatório. Base asset name.
suffixstringSuffix appended before the uniqueness counter, e.g. "_Copy".

Retorna: name, path, unchanged.

asset.manager_get_asset_bundles (risco 0)​

Sem descrição.

ArgumentoTipoDescrição
primaryAssetIdstringobrigatório. Primary asset id formatted Type:Name.

asset.manager_get_bundle_state (risco 0, smoke)​

Sem descrição.

Sem argumentos.

asset.manager_get_load_set (risco 0)​

Sem descrição.

ArgumentoTipoDescrição
bundlesarray of stringAsset bundles to load, such as Client or Server.
recursivebooleanInclude recursively managed primary assets in the load-set audit. Padrão false.

asset.manager_get_rules (risco 0)​

Sem descrição.

ArgumentoTipoDescrição
primaryAssetIdstringobrigatório. Primary asset id formatted Type:Name.

asset.manager_get_type (risco 0, smoke)​

Sem descrição.

ArgumentoTipoDescrição
typestringobrigatório. Primary asset type, such as Map or PrimaryAssetLabel.

asset.manager_list_assets_in_path (risco 0, smoke)​

Sem descrição.

ArgumentoTipoDescrição
pathstringobrigatório. Content path to intersect with the registered primary assets.
limitintegerMaximum returned primary assets. Padrão 200.

asset.manager_list_type_assets (risco 0, smoke)​

Sem descrição.

ArgumentoTipoDescrição
typestringobrigatório. Primary asset type, such as Map or PrimaryAssetLabel.

asset.manager_load_primary (risco 1)​

Sem descrição.

ArgumentoTipoDescrição
bundlesarray of stringAsset bundles to load, such as Client or Server.
recursivebooleanInclude recursively managed primary assets in the load-set audit. Padrão false.

asset.manager_status (risco 0, smoke)​

Sem descrição.

Sem argumentos.

asset.manager_unload_primary (risco 1)​

Sem descrição.

ArgumentoTipoDescrição
primaryAssetIdstringobrigatório. Primary asset id formatted Type:Name.

asset.mark_dirty (risco 1, altera, smoke)​

Marks packages dirty so the editor offers to save them.

ArgumentoTipoDescrição
assetsarray of stringobrigatório. Asset references (object path, package path or unique bare name).

Retorna: succeeded, failed, succeededCount, failedCount.

asset.move (risco 2, altera, smoke)​

Moves an asset to another content folder (keeps the name, fixes up referencers).

ArgumentoTipoDescrição
assetstringobrigatório.
folderstringobrigatório. Destination content folder, e.g. "/Game/Characters/Hero".

Retorna: asset.

asset.move_folder (risco 3, altera, smoke)​

Moves a content folder (with every asset in it) under another parent folder.

ArgumentoTipoDescrição
folderstringobrigatório. Folder to move, e.g. "/Game/Art/Old".
newParentstringobrigatório. New parent folder, e.g. "/Game/Archive". The folder keeps its own name.

Retorna: message.

asset.move_many (risco 2, altera, smoke)​

Moves many assets to one folder. Reports per-asset failures instead of stopping.

ArgumentoTipoDescrição
assetsarray of stringobrigatório.
folderstringobrigatório. Destination content folder.

Retorna: succeeded, failed, succeededCount, failedCount.

asset.open_editor (risco 1)​

Opens the asset in its editor window.

ArgumentoTipoDescrição
assetstringobrigatório. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Retorna: asset.

asset.organize_by_class (risco 3, altera, dryRun, smoke)​

Moves assets of a folder into per-class sub-folders (Blueprints/Materials/Textures/Meshes/Sounds by default). Run with dryRun first.

ArgumentoTipoDescrição
folderstringobrigatório.
mappingarray of UeaClassFolderRuleClass -> sub-folder / prefix rules. Empty uses the built-in defaults.
recursivebooleanPadrão true.
dryRunbooleanOnly report what would change. Padrão false.
limitintegerPadrão 500.

Retorna: changes, count, failedCount, dryRun, rulesUsed.

asset.path_exists (risco 0, smoke)​

Whether a content folder is known to the registry and/or exists on disk, and how many assets it holds.

ArgumentoTipoDescrição
pathstringobrigatório. Content folder to test, e.g. "/Game/Art".

Retorna: path, knownToRegistry, existsOnDisk, assetCount.

asset.preview (risco 0, smoke)​

Thumbnail of any asset that has a thumbnail renderer (materials, meshes, textures, Blueprints, widgets, Niagara systems, ...) returned as an image.

ArgumentoTipoDescrição
assetstringobrigatório. Asset (object path, package path or unique name).
sizeintegerThumbnail edge in pixels (32-1024). Padrão 256.
formatstringpng or jpg. Padrão TEXT("png").

Retorna: width, height, savedTo, imageBase64, imageMimeType.

asset.query (risco 0, smoke)​

Full asset-registry query: folders, classes, tags and package names in one filter, with limit/offset paging.

ArgumentoTipoDescrição
packagePathsarray of stringContent folders to search, e.g. ["/Game/Art"]. Empty searches "/Game".
classesarray of stringClass names or paths, e.g. ["Material", "Texture2D"].
recursiveClassesbooleanAlso match subclasses of the listed classes. Padrão true.
recursivePathsbooleanSearch sub-folders. Padrão true.
tagsarray of UeaKeyValueTag filters; an empty value matches any asset carrying the tag.
packageNamesarray of stringExact package names to restrict the query to.
onDiskOnlybooleanOnly assets known from disk (skips in-memory only objects). Padrão false.
includeTagsbooleanReturn every registry tag of each asset. Padrão false.
limitintegerPadrão 200.
offsetintegerPadrão 0.

Retorna: assets, total, returned, offset.

asset.registry_status (risco 0, smoke)​

Asset registry state: still loading, number of known assets and cached paths.

Sem argumentos.

Retorna: loadingAssets, totalAssets, cachedPaths, elapsedSeconds, message.

asset.reload_packages (risco 3)​

Reloads packages from disk, discarding in-memory changes. Not smoke-tested: reloading during a test run invalidates fixtures.

ArgumentoTipoDescrição
packagesarray of stringobrigatório. Package names ("/Game/Folder/Asset") or asset references.
includeDirtybooleanUnload/reload even when the package has unsaved changes (the changes are lost). Padrão false.

Retorna: succeeded, failed, succeededCount, failedCount.

asset.remove_from_collection (risco 4, altera, smoke)​

Removes assets from a static collection.

ArgumentoTipoDescrição
collectionstringobrigatório.
shareTypestringPadrão TEXT("local").
assetsarray of stringobrigatório. Assets to add/remove (object path, package path or unique name).

Retorna: collection, message, assets, count.

asset.remove_metadata (risco 2, altera, smoke)​

Removes an editor metadata tag.

ArgumentoTipoDescrição
assetstringobrigatório.
keystringobrigatório.
valuestringUsed by asset.set_metadata.

Retorna: entries, count.

asset.rename (risco 2, altera, smoke)​

Renames or moves an asset (fixes up referencers).

ArgumentoTipoDescrição
assetstringobrigatório.
folderstringDestination folder. Defaults to the source folder.
newNamestringobrigatório.

Retorna: asset.

asset.rename_collection (risco 4, altera, smoke)​

Renames a collection and optionally moves it to another share type.

ArgumentoTipoDescrição
collectionstringobrigatório.
shareTypestringPadrão TEXT("local").
newNamestringobrigatório.
newShareTypestringNew share type; empty keeps the current one.

Retorna: collection, message, assets, count.

asset.rename_folder (risco 2, altera, smoke)​

Renames/moves a content folder with all its assets.

ArgumentoTipoDescrição
folderstringobrigatório.
newFolderstringobrigatório.

Retorna: message.

asset.rename_many (risco 2, altera, dryRun, smoke)​

Bulk rename by find/replace, prefix and suffix under a folder. Use dryRun to preview.

ArgumentoTipoDescrição
folderstringFolder whose assets are renamed. Default "/Game".
findstringSubstring to look for in the asset name (case-insensitive). Empty = match every asset.
replacestringReplacement for Find.
prefixstringPrefix added when the name does not already start with it.
suffixstringSuffix added when the name does not already end with it.
classstringOptional class filter (e.g. "Texture2D").
recursivebooleanPadrão true.
dryRunbooleanOnly report what would be renamed. Padrão false.
limitintegerPadrão 500.

Retorna: renames, failed, count, dryRun.

asset.render_thumbnail (risco 0, smoke)​

Renders the asset thumbnail (mesh, material, texture, Blueprint, ...) and returns it as a PNG image block.

ArgumentoTipoDescrição
assetstringobrigatório.
sizeintegerSquare size in pixels (32-1024). Padrão 256.
savePathstringOptional absolute PNG path to also write on disk.

Retorna: width, height, savedTo, imageBase64, imageMimeType.

asset.reparent_collection (risco 4, altera, smoke)​

Nests a collection under a parent collection (empty parent = make it a root collection).

ArgumentoTipoDescrição
collectionstringobrigatório.
shareTypestringPadrão TEXT("local").
parentstringNew parent collection name; empty makes the collection a root collection.
parentShareTypestringPadrão TEXT("local").

Retorna: collection, message, assets, count.

asset.revert (risco 5, destrutivo)​

Reverts assets to the source control head revision (local changes are lost). Not smoke-tested: needs a provider.

ArgumentoTipoDescrição
assetsarray of stringobrigatório. Asset references (object path, package path or unique bare name).

Retorna: succeeded, failed, succeededCount, failedCount.

asset.sanitize_name (risco 0, smoke)​

Turns arbitrary text into a valid asset/package name (invalid characters become "_").

ArgumentoTipoDescrição
namestringobrigatório. Name to sanitise.

Retorna: name, path, unchanged.

asset.save (risco 2)​

Saves one asset to disk.

ArgumentoTipoDescrição
assetstringobrigatório. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Retorna: asset.

asset.save_all (risco 2)​

Saves every dirty asset and level.

Sem argumentos.

Retorna: savedCount.

asset.save_dirty (risco 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.

ArgumentoTipoDescrição
promptbooleanShow the "save these packages?" dialog instead of saving silently. Never set this from an automated session: the dialog is modal and blocks the editor. Padrão false.
includeMapsbooleanAlso save dirty map (level) packages. Padrão true.
includeContentbooleanAlso save dirty content packages. Padrão true.

Retorna: savedCount.

asset.save_many (risco 2)​

Saves many assets (only dirty ones unless they are unsaved). Not smoke-tested: writes packages to disk.

ArgumentoTipoDescrição
assetsarray of stringobrigatório. Asset references (object path, package path or unique bare name).

Retorna: succeeded, failed, succeededCount, failedCount.

asset.sc_add_many (risco 4)​

Marks assets for add. Not smoke-tested: needs an enabled source control provider.

ArgumentoTipoDescrição
assetsarray of stringobrigatório. Assets (object or package paths) to act on.
updateStatusbooleanAlso refresh the provider state before acting (slower, more accurate). Padrão true.

Retorna: succeeded, failed, succeededCount, failedCount.

asset.sc_checkin (risco 4)​

Submits assets with a description. Not smoke-tested: it would publish changes to the team.

ArgumentoTipoDescrição
assetsarray of stringobrigatório.
descriptionstringobrigatório. Changelist / commit description.
keepCheckedOutbooleanKeep the files checked out after submitting. Padrão false.

Retorna: succeeded, failed, succeededCount, failedCount.

asset.sc_checkout_many (risco 4)​

Checks assets out. Not smoke-tested: needs an enabled source control provider.

ArgumentoTipoDescrição
assetsarray of stringobrigatório. Assets (object or package paths) to act on.
updateStatusbooleanAlso refresh the provider state before acting (slower, more accurate). Padrão true.

Retorna: succeeded, failed, succeededCount, failedCount.

asset.sc_diff_against_depot (risco 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.

ArgumentoTipoDescrição
assetstringobrigatório. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Retorna: asset, localFile, depotRevision, depotFile, differs, localBytes, depotBytes, message.

asset.sc_get_provider (risco 0, smoke)​

Active source control provider, whether it is enabled and reachable, and its status lines.

Sem argumentos.

Retorna: provider, enabled, available, status.

asset.sc_history (risco 0)​

Revision history of one asset (revision, user, date, description). Not smoke-tested: needs an enabled source control provider.

ArgumentoTipoDescrição
assetstringobrigatório.
limitintegerPadrão 20.

Retorna: asset, file, revisions, total.

asset.sc_list_changed (risco 0)​

Locally modified, added or deleted files under a folder. Not smoke-tested: needs an enabled source control provider.

ArgumentoTipoDescrição
folderstringContent folder to inspect. Default "/Game".
recursivebooleanPadrão true.
limitintegerPadrão 500.

Retorna: provider, modified, added, deleted, filesChecked.

asset.sc_lock (risco 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.

ArgumentoTipoDescrição
assetsarray of stringobrigatório. Assets (object or package paths) to act on.
updateStatusbooleanAlso refresh the provider state before acting (slower, more accurate). Padrão true.

Retorna: succeeded, failed, succeededCount, failedCount.

asset.sc_revert_many (risco 5, destrutivo)​

Reverts assets to the head revision (local changes are lost). Not smoke-tested: needs an enabled source control provider.

ArgumentoTipoDescrição
assetsarray of stringobrigatório.
unchangedOnlybooleanOnly revert files that are checked out but not actually modified. Padrão false.

Retorna: succeeded, failed, succeededCount, failedCount.

asset.sc_status (risco 0, smoke)​

Detailed source control state of assets: checked out (and by whom), modified, added, deleted, current.

ArgumentoTipoDescrição
assetsarray of stringobrigatório. Assets (object or package paths) to act on.
updateStatusbooleanAlso refresh the provider state before acting (slower, more accurate). Padrão true.

Retorna: provider, enabled, states, checkedOutCount, modifiedCount.

asset.sc_sync (risco 3)​

Syncs assets (or a whole folder) to the head revision. Not smoke-tested: needs an enabled source control provider.

ArgumentoTipoDescrição
assetsarray of stringAssets to sync. Ignored when folder is set.
folderstringContent folder to sync instead of individual assets.
recursivebooleanPadrão true.

Retorna: succeeded, failed, succeededCount, failedCount.

asset.sc_unlock (risco 4)​

Releases the lock on assets (reverts an unchanged exclusive check out). Not smoke-tested: needs an enabled source control provider.

ArgumentoTipoDescrição
assetsarray of stringobrigatório. Assets (object or package paths) to act on.
updateStatusbooleanAlso refresh the provider state before acting (slower, more accurate). Padrão true.

Retorna: succeeded, failed, succeededCount, failedCount.

asset.scan_files (risco 1, smoke)​

Scans individual package files synchronously. Paths may be long package names or files on disk.

ArgumentoTipoDescrição
pathsarray of stringobrigatório. Content folders (or, for asset.scan_files, package/file paths) to scan.
forcebooleanRescan even when the registry already knows the path. Padrão false.

Retorna: loadingAssets, totalAssets, cachedPaths, elapsedSeconds, message.

asset.scan_paths (risco 1, smoke)​

Scans content folders synchronously so newly added files show up in the registry.

ArgumentoTipoDescrição
pathsarray of stringobrigatório. Content folders (or, for asset.scan_files, package/file paths) to scan.
forcebooleanRescan even when the registry already knows the path. Padrão false.

Retorna: loadingAssets, totalAssets, cachedPaths, elapsedSeconds, message.

asset.set_browser_folder (risco 0, smoke)​

Navigates the Content Browser to a folder.

ArgumentoTipoDescrição
folderstringobrigatório. Content folder, e.g. "/Game/Levels".
recursivebooleanPadrão false.

Retorna: folder, selectedFolders.

asset.set_collection_color (risco 4, altera, smoke)​

Sets (or clears) the content-browser colour of a collection.

ArgumentoTipoDescrição
collectionstringobrigatório.
shareTypestringPadrão TEXT("local").
rnumberRed 0-1. Padrão 1.0.
gnumberGreen 0-1. Padrão 1.0.
bnumberBlue 0-1. Padrão 1.0.
anumberAlpha 0-1. Padrão 1.0.
clearbooleanClear the colour instead of setting it. Padrão false.

Retorna: collection, message, assets, count.

asset.set_metadata (risco 2, altera, smoke)​

Sets an editor metadata tag on the asset.

ArgumentoTipoDescrição
assetstringobrigatório.
keystringobrigatório.
valuestringUsed by asset.set_metadata.

Retorna: entries, count.

asset.set_texture_settings (risco 2, altera, smoke)​

Changes texture import settings after import: compression, sRGB, max size, group, mip generation.

ArgumentoTipoDescrição
assetstringobrigatório.
srgbinteger-1 keeps, 0 = linear, 1 = sRGB. Padrão -1.
compressionstringe.g. "TC_Default", "TC_Normalmap", "TC_Masks".
lodGroupstringe.g. "TEXTUREGROUP_World", "TEXTUREGROUP_UI".
mipGenstringe.g. "TMGS_NoMipmaps", "TMGS_FromTextureGroup".
maxSizeinteger0 keeps; otherwise the maximum texture size in pixels (power of two). Padrão 0.
neverStreaminteger-1 keeps, 0/1 sets NeverStream. Padrão -1.
savebooleanPadrão false.

Retorna: asset, factory, saved, notes.

asset.split_path (risco 0, smoke)​

Splits a path into package, asset, sub-object, mount point and file on disk.

ArgumentoTipoDescrição
pathstringobrigatório. Package path, object path or folder, e.g. "/Game/F/A.A:Sub".

Retorna: package, assetName, subObject, mountPoint, folder, file.

asset.string_table_export_csv (risco 0, smoke)​

Exports a StringTable as CSV text (optionally also to a file).

ArgumentoTipoDescrição
assetstringobrigatório.
savePathstringOptional absolute .csv path to also write.

Retorna: text, lines, savedTo, problems.

asset.string_table_find (risco 0, smoke)​

Searches the keys and source strings of a StringTable.

ArgumentoTipoDescrição
assetstringobrigatório.
containsstringSubstring to look for in keys and source strings.
keysOnlybooleanOnly match the key, not the source string. Padrão false.
limitintegerPadrão 200.

Retorna: entries, count.

asset.string_table_import_csv (risco 2, altera, smoke)​

Imports StringTable entries from CSV text (or a .csv file) with a "Key,SourceString" header.

ArgumentoTipoDescrição
assetstringobrigatório.
csvstringCSV text with a "Key,SourceString" header. Ignored when file is set.
filestringAbsolute .csv path to read instead.
replacebooleanRemove the existing entries before importing. Padrão false.

Retorna: entries, count.

asset.string_table_list (risco 0, smoke)​

Key/source-string entries of a StringTable.

ArgumentoTipoDescrição
assetstringobrigatório. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Retorna: entries, count.

asset.string_table_remove (risco 3, altera, destrutivo, smoke)​

Removes one entry of a StringTable.

ArgumentoTipoDescrição
assetstringobrigatório.
keystringobrigatório. Entry key to remove.

Retorna: entries, count.

asset.string_table_set (risco 2, altera, smoke)​

Adds or updates StringTable entries.

ArgumentoTipoDescrição
assetstringobrigatório.
entriesarray of UeaKeyValueobrigatório. Key -> source string pairs.

Retorna: entries, count.

asset.sync_browser (risco 0, smoke)​

Selects the assets in the Content Browser and scrolls to them.

ArgumentoTipoDescrição
assetsarray of stringobrigatório. Asset references (object path, package path or unique bare name).

Retorna: message.

asset.unload_packages (risco 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.

ArgumentoTipoDescrição
packagesarray of stringobrigatório. Package names ("/Game/Folder/Asset") or asset references.
includeDirtybooleanUnload/reload even when the package has unsaved changes (the changes are lost). Padrão false.

Retorna: succeeded, failed, succeededCount, failedCount.

asset.validate (risco 0, smoke)​

Runs the data validation (IsDataValid + registered validators) on assets.

ArgumentoTipoDescrição
assetsarray of stringobrigatório. Asset references (object path, package path or unique bare name).

Retorna: results, invalidCount.

asset.validate_path (risco 0, smoke)​

Whether a path is a valid long package name and/or object path, with the reason when it is not.

ArgumentoTipoDescrição
pathstringobrigatório. Package path, object path or folder, e.g. "/Game/F/A.A:Sub".

Retorna: path, validLongPackageName, validObjectPath, exists, reason.

asset.wait_for_registry (risco 1, smoke)​

Waits (letting editor frames pass) until the asset registry finished its initial scan.

ArgumentoTipoDescrição
timeoutSecondsnumberGive up after this many seconds (1-600). Padrão 60.0.

Retorna: loadingAssets, totalAssets, cachedPaths, elapsedSeconds, message.

import.animation (risco 2, altera)​

Imports an animation sequence from FBX onto a skeleton. Not smoke-tested: needs a source file on disk.

ArgumentoTipoDescrição
filestringobrigatório.
folderstringobrigatório.
namestring
skeletonstringobrigatório. Skeleton the animation targets.
importScalenumberPadrão 1.0.
savebooleanPadrão false.

Retorna: assets, total.

import.audio (risco 2, altera)​

Imports a sound wave with compression quality, looping and an optional sound class. Not smoke-tested: needs a source file on disk.

ArgumentoTipoDescrição
filestringobrigatório.
folderstringobrigatório.
namestring
compressionQualityinteger1-100; -1 keeps the importer default. Padrão -1.
loopingbooleanPadrão false.
soundGroupstringSound class / group asset to assign, when given.
savebooleanPadrão false.

Retorna: results, assets, succeededCount, failedCount, log.

import.batch (risco 2, altera)​

Imports many files in one ImportAssetTasks call, each with its own factory and options. Not smoke-tested: needs source files on disk.

ArgumentoTipoDescrição
tasksarray of UeaImportTaskSpecobrigatório. One entry per file to import.
savebooleanPadrão false.

Retorna: results, assets, succeededCount, failedCount, log.

import.can_reimport (risco 0, smoke)​

Whether an asset can be reimported, and from which source files.

ArgumentoTipoDescrição
assetstringobrigatório. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Retorna: asset, canReimport, sourceFiles, reason.

import.csv_to_data_table (risco 2, altera)​

Creates a DataTable from a CSV file and a row struct. Not smoke-tested: needs a source file on disk.

ArgumentoTipoDescrição
filestringobrigatório. Absolute .csv / .json path.
rowStructstringobrigatório. Row struct: a native struct name or a user defined struct asset path.
folderstringobrigatório.
namestringobrigatório.
savebooleanPadrão false.

Retorna: results, assets, succeededCount, failedCount, log.

import.export (risco 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.

ArgumentoTipoDescrição
assetstringobrigatório.
filestringobrigatório. Absolute destination file. The extension selects the exporter (fbx, obj, png, tga, wav, csv, json, t3d, copy).

Retorna: file, exporter, sizeBytes, errors.

import.export_data_table_csv (risco 0)​

Exports a DataTable to a .csv file on disk. Not smoke-tested: writes files outside the content sandbox.

ArgumentoTipoDescrição
assetstringobrigatório.
filestringobrigatório. Absolute destination file.
optionsarray of UeaKeyValueExporter properties as text.

Retorna: results, succeededCount, failedCount.

import.export_many (risco 0)​

Exports many assets into a directory, one file each. Not smoke-tested: writes files outside the content sandbox.

ArgumentoTipoDescrição
assetsarray of stringobrigatório.
directorystringobrigatório. Absolute destination directory.
extensionstringForce one extension for every asset (e.g. "fbx"); empty picks the exporter default.

Retorna: results, succeededCount, failedCount.

import.export_texture (risco 0)​

Exports a texture to PNG/TGA/EXR/HDR. Not smoke-tested: writes files outside the content sandbox.

ArgumentoTipoDescrição
assetstringobrigatório.
filestringobrigatório. Absolute destination file.
optionsarray of UeaKeyValueExporter properties as text.

Retorna: results, succeededCount, failedCount.

import.export_to_fbx (risco 0)​

Exports a mesh, animation or level to FBX with exporter options. Not smoke-tested: writes files outside the content sandbox.

ArgumentoTipoDescrição
assetstringobrigatório.
filestringobrigatório. Absolute destination file.
optionsarray of UeaKeyValueExporter properties as text.

Retorna: results, succeededCount, failedCount.

import.fbx_animation (risco 2, altera)​

Imports an animation sequence from FBX onto a skeleton, optionally a frame range only. Not smoke-tested: needs a source file on disk.

ArgumentoTipoDescrição
filestringobrigatório.
folderstringobrigatório.
namestring
skeletonstringobrigatório. Skeleton the animation targets.
importAllFramesbooleanPadrão true.
frameStartintegerFirst frame to import when importAllFrames is false. Padrão 0.
frameEndintegerLast frame to import when importAllFrames is false. Padrão 0.
uniformScalenumberPadrão 1.0.
savebooleanPadrão false.

Retorna: results, assets, succeededCount, failedCount, log.

import.fbx_skeletal_mesh (risco 2, altera)​

Imports a skeletal mesh from FBX (skeleton, morph targets, physics asset). Not smoke-tested: needs a source file on disk.

ArgumentoTipoDescrição
filestringobrigatório.
folderstringobrigatório.
namestring
skeletonstringExisting skeleton to bind to; empty creates a new one.
importMorphTargetsbooleanPadrão true.
importAnimationsbooleanPadrão false.
createPhysicsAssetbooleanPadrão true.
importMaterialsbooleanPadrão true.
uniformScalenumberPadrão 1.0.
convertScenebooleanPadrão true.
forceFrontXAxisbooleanPadrão false.
savebooleanPadrão false.

Retorna: results, assets, succeededCount, failedCount, log.

import.fbx_static_mesh (risco 2, altera)​

Imports a static mesh from FBX/OBJ with the usual mesh options. Not smoke-tested: needs a source file on disk.

ArgumentoTipoDescrição
filestringobrigatório.
folderstringobrigatório.
namestring
generateLightmapUVsbooleanPadrão true.
autoGenerateCollisionbooleanPadrão true.
combineMeshesbooleanMerge every mesh of the file into one asset. Padrão true.
importMaterialsbooleanPadrão true.
importTexturesbooleanPadrão true.
uniformScalenumberPadrão 1.0.
convertScenebooleanConvert the scene axes to Unreal's. Padrão true.
forceFrontXAxisbooleanUse -X as the front axis. Padrão false.
savebooleanPadrão false.

Retorna: results, assets, succeededCount, failedCount, log.

import.files (risco 2, altera)​

Imports many files with the automatic importer (no dialogs). Not smoke-tested: needs source files on disk.

ArgumentoTipoDescrição
filesarray of stringobrigatório. Absolute file paths.
folderstringobrigatório.

Retorna: assets, total.

import.get_last_import_log (risco 0, smoke)​

Log lines (warnings and errors) captured during the last import or export tool call of this kit.

Sem argumentos.

Retorna: lines, tool, warningCount, errorCount.

import.get_options (risco 0, smoke)​

Editable options of the factory that imports a file extension, with their defaults, ready to pass to import.with_options.

ArgumentoTipoDescrição
formatstringobrigatório. File extension or file name, e.g. "fbx", ".png" or "C:/mesh.fbx".
includeOptionsObjectbooleanAlso list the properties of the factory's import-options object (FbxImportUI and friends). Padrão true.

Retorna: format, factory, supportedClass, options, factories.

import.get_source_files (risco 0, smoke)​

Source files recorded on an asset, and which of them are missing on disk.

ArgumentoTipoDescrição
assetstringobrigatório. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Retorna: asset, files, missing, hasImportData.

import.gltf (risco 2, altera)​

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.

ArgumentoTipoDescrição
filestringobrigatório. Absolute path of the file to import.
folderstringobrigatório. Destination content folder.
namestringAsset name; empty uses the file name.
factorystringFactory class name; empty picks the factory that claims the extension.
optionsarray of UeaKeyValueFactory (or import-options) properties as text; use import.get_options to discover them.
replaceExistingbooleanPadrão true.
savebooleanPadrão false.

Retorna: results, assets, succeededCount, failedCount, log.

import.interchange_info (risco 0, UE 5.1+, smoke)​

Whether the Interchange import framework is available and enabled, and which Interchange plugins are on.

Sem argumentos.

Retorna: available, importEnabled, plugins, message.

import.json_to_data_table (risco 2, altera)​

Creates a DataTable from a JSON file and a row struct. Not smoke-tested: needs a source file on disk.

ArgumentoTipoDescrição
filestringobrigatório. Absolute .csv / .json path.
rowStructstringobrigatório. Row struct: a native struct name or a user defined struct asset path.
folderstringobrigatório.
namestringobrigatório.
savebooleanPadrão false.

Retorna: results, assets, succeededCount, failedCount, log.

import.list_exporters (risco 0, smoke)​

Exporters registered in the editor, optionally for one asset class.

ArgumentoTipoDescrição
classstringOptional class filter, e.g. "StaticMesh". Empty lists every exporter.

Retorna: exporters, total.

import.list_formats (risco 0, smoke)​

File extensions the installed importers understand, with the factory handling each.

Sem argumentos.

Retorna: formats.

import.list_importable_extensions (risco 0, smoke)​

File extensions the installed factories can import, with the factory and asset class of each.

Sem argumentos.

Retorna: extensions, total.

import.reimport (risco 3, altera)​

Reimports an asset from its recorded source file (or a new file). Not smoke-tested: needs an imported asset with a source file.

ArgumentoTipoDescrição
assetstringobrigatório.
filestringOptional new source file.

Retorna: asset.

import.reimport_folder (risco 3, altera, dryRun, smoke)​

Reimports every asset of a folder that has a source file. Run with dryRun first.

ArgumentoTipoDescrição
folderstringobrigatório.
classFilterstringOptional class filter, e.g. "Texture2D".
recursivebooleanPadrão true.
dryRunbooleanOnly list what would be reimported. Padrão false.
limitintegerPadrão 100.

Retorna: results, assets, succeededCount, failedCount, log.

import.reimport_many (risco 3, altera)​

Reimports assets from their recorded source files. Not smoke-tested: needs imported assets with source files.

ArgumentoTipoDescrição
assetsarray of stringobrigatório.
askForNewFilesbooleanOpen a file dialog when the recorded source file is missing (normally off for automation). Padrão false.

Retorna: results, assets, succeededCount, failedCount, log.

import.set_source_file (risco 2, altera)​

Points an asset at a different source file without reimporting it. Not smoke-tested: needs an imported asset.

ArgumentoTipoDescrição
assetstringobrigatório.
filestringobrigatório. New absolute source file path.
indexintegerIndex of the source file slot to set (0 = the main one). Padrão 0.

Retorna: asset, files, missing, hasImportData.

import.skeletal_mesh (risco 2, altera)​

Imports a skeletal mesh from FBX (creates or reuses a skeleton, optional physics asset). Not smoke-tested: needs a source file on disk.

ArgumentoTipoDescrição
filestringobrigatório.
folderstringobrigatório.
namestring
skeletonstringExisting skeleton to bind to; empty creates a new one.
importScalenumberPadrão 1.0.
createPhysicsAssetbooleanPadrão true.
importMorphTargetsbooleanPadrão true.
importMaterialsbooleanPadrão true.
importAnimationsbooleanPadrão false.
savebooleanPadrão false.

Retorna: assets, total.

import.sound (risco 2, altera)​

Imports a sound wave (WAV/OGG/FLAC). Not smoke-tested: needs a source file on disk.

ArgumentoTipoDescrição
filestringobrigatório. Absolute path of a file on disk (FBX, PNG, WAV, ...).
folderstringobrigatório. Destination content folder.
namestringOptional asset name; defaults to the file name.

Retorna: assets, total.

import.static_mesh (risco 2, altera)​

Imports a static mesh from FBX/OBJ with scale, combine, collision and material options. Not smoke-tested: needs a source file on disk.

ArgumentoTipoDescrição
filestringobrigatório.
folderstringobrigatório.
namestring
importScalenumberPadrão 1.0.
combineMeshesbooleanMerge every mesh in the file into one asset. Padrão true.
generateCollisionbooleanPadrão true.
generateLightmapUVsbooleanPadrão true.
importMaterialsbooleanPadrão true.
importTexturesbooleanPadrão true.
savebooleanPadrão false.

Retorna: assets, total.

import.texture (risco 2, altera)​

Imports a texture (PNG/TGA/JPG/EXR/...) with sRGB, compression, group and mip settings. Not smoke-tested: needs a source file on disk.

ArgumentoTipoDescrição
filestringobrigatório.
folderstringobrigatório.
namestring
srgbinteger-1 keeps the importer default, 0 = linear, 1 = sRGB. Padrão -1.
compressionstringCompression setting name, e.g. "TC_Default", "TC_Normalmap", "TC_Masks", "TC_Grayscale", "TC_HDR".
lodGroupstringTexture group, e.g. "TEXTUREGROUP_World", "TEXTUREGROUP_UI".
mipGenstringMip generation, e.g. "TMGS_NoMipmaps", "TMGS_FromTextureGroup".
savebooleanPadrão false.

Retorna: asset, factory, saved, notes.

import.texture_with_settings (risco 2, altera)​

Imports a texture with compression, sRGB, mip, group, size and green-channel settings. Not smoke-tested: needs a source file on disk.

ArgumentoTipoDescrição
filestringobrigatório.
folderstringobrigatório.
namestring
compressionstringe.g. "TC_Default", "TC_Normalmap", "TC_Masks".
srgbinteger-1 keeps the importer default, 0 = linear, 1 = sRGB. Padrão -1.
mipGenstringe.g. "TMGS_NoMipmaps", "TMGS_FromTextureGroup".
lodGroupstringe.g. "TEXTUREGROUP_World", "TEXTUREGROUP_UI".
maxSizeinteger0 keeps the source size; otherwise the maximum size in pixels. Padrão 0.
flipGreenbooleanFlip the green channel (DirectX to OpenGL normal maps). Padrão false.
savebooleanPadrão false.

Retorna: results, assets, succeededCount, failedCount, log.

import.with_options (risco 2, altera)​

Imports one file with a factory configured from options[] (see import.get_options). Not smoke-tested: needs a source file on disk.

ArgumentoTipoDescrição
filestringobrigatório. Absolute path of the file to import.
folderstringobrigatório. Destination content folder.
namestringAsset name; empty uses the file name.
factorystringFactory class name; empty picks the factory that claims the extension.
optionsarray of UeaKeyValueFactory (or import-options) properties as text; use import.get_options to discover them.
replaceExistingbooleanPadrão true.
savebooleanPadrão false.

Retorna: results, assets, succeededCount, failedCount, log.