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Kit asset

231 herramientas. Generado a partir del código fuente del plugin; no lo edites a mano.

Las descripciones de las herramientas y de los argumentos se muestran en inglés porque reflejan el schema de las herramientas (el mismo texto que el agente recibe en tools/list).

Guía​

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.

Herramientas​

Leyenda. riesgo 0 = solo lectura, 1 = operación inofensiva del editor, 2 = modifica un asset, 3 = elimina/reemplaza un asset, 4 = proyecto/configuración/build, 5 = potencialmente destructivo (las llamadas por encima de MaxAutoRisk requieren "_confirm": true). modifica = se ejecuta en una transacción (edit.undo la revierte). requiere PIE / requiere mundo = se rechaza sin una sesión PIE / sin un nivel abierto. requiere el plugin = no disponible cuando el plugin está desactivado. dryRun = acepta el argumento dryRun. smoke = cubierto por edit.self_test.

asset.add_to_collection (riesgo 4, modifica, smoke)​

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

ArgumentoTipoDescripción
collectionstringobligatorio.
shareTypestringValor predeterminado TEXT("local").
assetsarray of stringobligatorio. Assets to add/remove (object path, package path or unique name).

Devuelve: collection, message, assets, count.

asset.apply_naming_prefix (riesgo 3, modifica, dryRun, smoke)​

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

ArgumentoTipoDescripción
folderstringobligatorio.
mappingarray of UeaClassFolderRuleClass -> sub-folder / prefix rules. Empty uses the built-in defaults.
recursivebooleanValor predeterminado true.
dryRunbooleanOnly report what would change. Valor predeterminado false.
limitintegerValor predeterminado 500.

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

asset.asset_manager_scan (riesgo 1, smoke)​

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

ArgumentoTipoDescripción
pathsarray of stringobligatorio. Content folders to scan, e.g. ["/Game/Items"].
typestringobligatorio. Primary asset type to register the results under.
baseClassstringobligatorio. Base class of the primary assets, e.g. "PrimaryDataAsset".
hasBlueprintClassesbooleanThe assets are Blueprint classes rather than instances. Valor predeterminado false.
editorOnlybooleanRegister the type as editor-only. Valor predeterminado false.

Devuelve: type, numScanned, assets, message.

asset.checkout (riesgo 4)​

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

ArgumentoTipoDescripción
assetsarray of stringobligatorio. Asset references (object path, package path or unique bare name).

Devuelve: succeeded, failed, succeededCount, failedCount.

asset.clear_dirty (riesgo 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.

ArgumentoTipoDescripción
assetsarray of stringobligatorio. Asset references (object path, package path or unique bare name).

Devuelve: succeeded, failed, succeededCount, failedCount.

asset.close_all_editors (riesgo 0, smoke)​

Closes every open asset editor window.

Sin argumentos.

Devuelve: message.

asset.close_editor (riesgo 0, smoke)​

Closes the editor windows of one asset.

ArgumentoTipoDescripción
assetstringobligatorio. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Devuelve: message.

asset.collection_from_search (riesgo 4, modifica, smoke)​

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

ArgumentoTipoDescripción
namestringobligatorio. Name of the collection to create (or fill when it already exists).
shareTypestringValor predeterminado TEXT("local").
folderstringFolder to search. Default "/Game".
classFilterstringOptional class filter, e.g. "Material".
nameContainsstringOptional name substring filter.
recursivebooleanValor predeterminado true.
limitintegerValor predeterminado 500.

Devuelve: collection, message, assets, count.

asset.composite_table_set_parents (riesgo 3, modifica)​

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

ArgumentoTipoDescripción
assetstringobligatorio. CompositeDataTable asset.
parentsarray of stringobligatorio. Parent data tables, lowest priority first.

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

asset.consolidate (riesgo 5, modifica, destructivo, smoke)​

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

ArgumentoTipoDescripción
targetstringobligatorio. Asset that survives; every reference to the others is redirected to it.
assetsarray of stringobligatorio. Assets to merge into Target and delete.

Devuelve: succeeded, failed, succeededCount, failedCount.

asset.copy_folder_to_plugin (riesgo 4, modifica)​

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.

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

Devuelve: message.

asset.count (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
folderstringRoot folder. Default "/Game".
classstringOptional class filter.
recursivebooleanValor predeterminado true.

Devuelve: count, result.

asset.create (riesgo 2, modifica, smoke)​

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

ArgumentoTipoDescripción
classstringobligatorio. Asset class name or path (e.g. "Material", "DataTable", "/Script/Engine.SoundCue").
folderstringobligatorio.
namestringobligatorio.
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. Valor predeterminado false.

Devuelve: asset, factory, saved, notes.

asset.create_collection (riesgo 4, modifica, smoke)​

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

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

Devuelve: collection, message, assets, count.

asset.create_curve (riesgo 2, modifica, smoke)​

Creates a CurveFloat / CurveVector / CurveLinearColor asset.

ArgumentoTipoDescripción
folderstringobligatorio.
namestringobligatorio.
typestring"float", "vector" or "linearcolor". Valor predeterminado TEXT("float").
savebooleanValor predeterminado false.

Devuelve: asset, factory, saved, notes.

asset.create_data_asset (riesgo 2, modifica, smoke)​

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

ArgumentoTipoDescripción
folderstringobligatorio.
namestringobligatorio.
sourcestringParent material (material instance), row struct (data table), class (data asset / physical material), skeletal mesh (physics asset) or template level (level).
savebooleanValor predeterminado false.

Devuelve: asset, factory, saved, notes.

asset.create_data_table (riesgo 2, modifica, smoke)​

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

ArgumentoTipoDescripción
folderstringobligatorio.
namestringobligatorio.
sourcestringParent material (material instance), row struct (data table), class (data asset / physical material), skeletal mesh (physics asset) or template level (level).
savebooleanValor predeterminado false.

Devuelve: asset, factory, saved, notes.

asset.create_enum (riesgo 2, modifica, smoke)​

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

ArgumentoTipoDescripción
folderstringobligatorio.
namestringobligatorio.
valuesarray of stringobligatorio. Enumerator display names in order.
savebooleanValor predeterminado false.

Devuelve: asset, factory, saved, notes.

asset.create_folder (riesgo 1, modifica, smoke)​

Creates a content folder (and parents).

ArgumentoTipoDescripción
folderstringobligatorio. Content folder, e.g. "/Game/Levels".
recursivebooleanValor predeterminado false.

Devuelve: message.

asset.create_folders (riesgo 1, modifica, smoke)​

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

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

Devuelve: succeeded, failed, succeededCount, failedCount.

asset.create_font (riesgo 2, modifica, smoke)​

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

ArgumentoTipoDescripción
folderstringobligatorio.
namestringobligatorio.
savebooleanValor predeterminado false.

Devuelve: asset, factory, saved, notes.

asset.create_level (riesgo 2, modifica, smoke)​

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

ArgumentoTipoDescripción
folderstringobligatorio.
namestringobligatorio.
sourcestringParent material (material instance), row struct (data table), class (data asset / physical material), skeletal mesh (physics asset) or template level (level).
savebooleanValor predeterminado false.

Devuelve: asset, factory, saved, notes.

asset.create_material (riesgo 2, modifica, smoke)​

Creates an empty Material.

ArgumentoTipoDescripción
folderstringobligatorio.
namestringobligatorio.
savebooleanValor predeterminado false.

Devuelve: asset, factory, saved, notes.

asset.create_material_function (riesgo 2, modifica, smoke)​

Creates a Material Function.

ArgumentoTipoDescripción
folderstringobligatorio.
namestringobligatorio.
savebooleanValor predeterminado false.

Devuelve: asset, factory, saved, notes.

asset.create_material_instance (riesgo 2, modifica, smoke)​

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

ArgumentoTipoDescripción
folderstringobligatorio.
namestringobligatorio.
sourcestringParent material (material instance), row struct (data table), class (data asset / physical material), skeletal mesh (physics asset) or template level (level).
savebooleanValor predeterminado false.

Devuelve: asset, factory, saved, notes.

asset.create_object_library (riesgo 2, modifica, smoke)​

Creates an ObjectLibrary.

ArgumentoTipoDescripción
folderstringobligatorio.
namestringobligatorio.
savebooleanValor predeterminado false.

Devuelve: asset, factory, saved, notes.

asset.create_physical_material (riesgo 2, modifica, smoke)​

Creates a PhysicalMaterial (source = optional PhysicalMaterial subclass).

ArgumentoTipoDescripción
folderstringobligatorio.
namestringobligatorio.
sourcestringParent material (material instance), row struct (data table), class (data asset / physical material), skeletal mesh (physics asset) or template level (level).
savebooleanValor predeterminado false.

Devuelve: asset, factory, saved, notes.

asset.create_physics_asset (riesgo 2, modifica)​

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.

ArgumentoTipoDescripción
folderstringobligatorio.
namestringobligatorio.
sourcestringParent material (material instance), row struct (data table), class (data asset / physical material), skeletal mesh (physics asset) or template level (level).
savebooleanValor predeterminado false.

Devuelve: asset, factory, saved, notes.

asset.create_render_target (riesgo 2, modifica, smoke)​

Creates a TextureRenderTarget2D.

ArgumentoTipoDescripción
folderstringobligatorio.
namestringobligatorio.
widthintegerValor predeterminado 256.
heightintegerValor predeterminado 256.
savebooleanValor predeterminado false.

Devuelve: asset, factory, saved, notes.

asset.create_sound_class (riesgo 2, modifica, smoke)​

Creates a SoundClass.

ArgumentoTipoDescripción
folderstringobligatorio.
namestringobligatorio.
savebooleanValor predeterminado false.

Devuelve: asset, factory, saved, notes.

asset.create_sound_cue (riesgo 2, modifica, smoke)​

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

ArgumentoTipoDescripción
folderstringobligatorio.
namestringobligatorio.
sourcestringParent material (material instance), row struct (data table), class (data asset / physical material), skeletal mesh (physics asset) or template level (level).
savebooleanValor predeterminado false.

Devuelve: asset, factory, saved, notes.

asset.create_sound_mix (riesgo 2, modifica, smoke)​

Creates a SoundMix.

ArgumentoTipoDescripción
folderstringobligatorio.
namestringobligatorio.
savebooleanValor predeterminado false.

Devuelve: asset, factory, saved, notes.

asset.create_string_table (riesgo 2, modifica, smoke)​

Creates a StringTable.

ArgumentoTipoDescripción
folderstringobligatorio.
namestringobligatorio.
savebooleanValor predeterminado false.

Devuelve: asset, factory, saved, notes.

asset.create_struct (riesgo 2, modifica, smoke)​

Creates a user-defined Struct with typed fields.

ArgumentoTipoDescripción
folderstringobligatorio.
namestringobligatorio.
fieldsarray of UeaStructFieldobligatorio.
savebooleanValor predeterminado false.

Devuelve: asset, factory, saved, notes.

asset.curve_add_key (riesgo 2, modifica, smoke)​

Adds one key to a curve channel.

ArgumentoTipoDescripción
assetstringobligatorio.
channelstring
timenumberobligatorio.
valuenumberobligatorio.
interpstring"linear" (default), "constant", "cubic" or "none". Valor predeterminado TEXT("linear").

Devuelve: asset, type, channels.

asset.curve_clear (riesgo 3, modifica, destructivo, smoke)​

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

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

Devuelve: asset, type, channels.

asset.curve_evaluate (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
assetstringobligatorio.
timenumberobligatorio.
channelstring

Devuelve: asset, time, values, value.

asset.curve_get_keys (riesgo 0, smoke)​

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

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

Devuelve: asset, type, channels.

asset.curve_info (riesgo 0, smoke)​

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

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

Devuelve: asset, type, channels.

asset.curve_remove_key (riesgo 3, modifica, destructivo, smoke)​

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

ArgumentoTipoDescripción
assetstringobligatorio.
channelstring
indexintegerIndex of the key to remove; -1 uses time instead. Valor predeterminado -1.
timenumberTime of the key to remove (used when index is -1). Valor predeterminado 0.0.
tolerancenumberTime tolerance when matching by time. Valor predeterminado 0.001.

Devuelve: asset, type, channels.

asset.curve_set_interpolation (riesgo 2, modifica, smoke)​

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

ArgumentoTipoDescripción
assetstringobligatorio.
channelstring
interpstringobligatorio. "linear", "constant", "cubic" or "none".

Devuelve: asset, type, channels.

asset.curve_set_keys (riesgo 2, modifica, smoke)​

Replaces every key of a curve channel.

ArgumentoTipoDescripción
assetstringobligatorio.
channelstringChannel to replace. Empty = the first channel.
keysarray of UeaCurveKeyobligatorio. The complete new key list, replacing the current one.

Devuelve: asset, type, channels.

asset.data_asset_get (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
assetstringobligatorio. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Devuelve: asset, class, properties, problems.

asset.data_asset_set (riesgo 2, modifica, smoke)​

Writes properties of a DataAsset from their text form.

ArgumentoTipoDescripción
assetstringobligatorio.
valuesarray of UeaKeyValueobligatorio. Property -> value as text.
savebooleanValor predeterminado false.

Devuelve: asset, class, properties, problems.

asset.data_table_add_row (riesgo 2, modifica, smoke)​

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

ArgumentoTipoDescripción
assetstringobligatorio.
rowstringobligatorio.
valuesarray of UeaKeyValueColumn -> value as text (the same text the details panel accepts).

Devuelve: asset, row, rowCount, problems.

asset.data_table_clear (riesgo 5, modifica, destructivo, smoke)​

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

ArgumentoTipoDescripción
assetstringobligatorio. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

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

asset.data_table_duplicate_row (riesgo 2, modifica, smoke)​

Duplicates a row under a new name.

ArgumentoTipoDescripción
assetstringobligatorio.
rowstringobligatorio.
newNamestringobligatorio. New row name (asset.data_table_rename_row) or the name of the copy (asset.data_table_duplicate_row).

Devuelve: asset, row, rowCount, problems.

asset.data_table_export (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
assetstringobligatorio.
formatstring"csv" (default) or "json". Valor predeterminado TEXT("csv").
savePathstringOptional absolute file path to also write.

Devuelve: text, lines, savedTo, problems.

asset.data_table_export_json (riesgo 0, smoke)​

Exports a DataTable as JSON text.

ArgumentoTipoDescripción
assetstringobligatorio. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Devuelve: text, lines, savedTo, problems.

asset.data_table_fill (riesgo 2, modifica, smoke)​

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

ArgumentoTipoDescripción
assetstringobligatorio.
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". Valor predeterminado TEXT("csv").

Devuelve: text, lines, savedTo, problems.

asset.data_table_find_rows (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
assetstringobligatorio.
columnstringobligatorio.
valuestringobligatorio. Value to look for (text form).
containsbooleanSubstring match instead of equality. Valor predeterminado false.
limitintegerValor predeterminado 100.

Devuelve: asset, rows, total, returned.

asset.data_table_get_row (riesgo 0, smoke)​

Every cell of one row.

ArgumentoTipoDescripción
assetstringobligatorio.
rowstringobligatorio. Row name.

Devuelve: asset, row, rowCount, problems.

asset.data_table_import_csv (riesgo 3, modifica, smoke)​

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

ArgumentoTipoDescripción
assetstringobligatorio.
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.

Devuelve: text, lines, savedTo, problems.

asset.data_table_import_json (riesgo 3, modifica, smoke)​

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

ArgumentoTipoDescripción
assetstringobligatorio.
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.

Devuelve: text, lines, savedTo, problems.

asset.data_table_info (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
assetstringobligatorio. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

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

asset.data_table_list_rows (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
assetstringobligatorio.
nameContainsstringOnly rows whose name contains this substring.
includeValuesbooleanAlso return every cell of each row. Valor predeterminado false.
limitintegerValor predeterminado 100.
offsetintegerValor predeterminado 0.

Devuelve: asset, rows, total, returned.

asset.data_table_remove_row (riesgo 3, modifica, destructivo, smoke)​

Removes one row.

ArgumentoTipoDescripción
assetstringobligatorio.
rowstringobligatorio. Row name.

Devuelve: asset, rows, total, returned.

asset.data_table_rename_row (riesgo 2, modifica, smoke)​

Renames a row.

ArgumentoTipoDescripción
assetstringobligatorio.
rowstringobligatorio.
newNamestringobligatorio. New row name (asset.data_table_rename_row) or the name of the copy (asset.data_table_duplicate_row).

Devuelve: asset, row, rowCount, problems.

asset.data_table_reorder_row (riesgo 2, modifica, smoke)​

Moves a row up or down in the table order.

ArgumentoTipoDescripción
assetstringobligatorio.
rowstringobligatorio.
directionstring"up" or "down". Valor predeterminado TEXT("up").
stepsintegerHow many positions to move (1 or more). Valor predeterminado 1.

Devuelve: asset, rows, total, returned.

asset.data_table_set_cell (riesgo 2, modifica, smoke)​

Writes one cell of one row.

ArgumentoTipoDescripción
assetstringobligatorio.
rowstringobligatorio.
columnstringobligatorio. Column name (authored name or internal property name).
valuestringobligatorio. New value as text.

Devuelve: asset, row, rowCount, problems.

asset.data_table_set_row (riesgo 2, modifica, smoke)​

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

ArgumentoTipoDescripción
assetstringobligatorio.
rowstringobligatorio.
valuesarray of UeaKeyValueColumn -> value as text (the same text the details panel accepts).

Devuelve: asset, row, rowCount, problems.

asset.data_table_set_row_struct (riesgo 3, modifica, smoke)​

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

ArgumentoTipoDescripción
assetstringobligatorio.
rowStructstringobligatorio. Row struct: a native struct name ("TableRowBase") or a user defined struct asset path.

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

asset.delete (riesgo 3, modifica, destructivo, smoke)​

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

ArgumentoTipoDescripción
assetstringobligatorio. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Devuelve: message.

asset.delete_collection (riesgo 4, modifica, destructivo, smoke)​

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

ArgumentoTipoDescripción
collectionstringobligatorio.
shareTypestringValor predeterminado TEXT("local").
recursivebooleanAlso destroy every child collection (depth first). Valor predeterminado false.

Devuelve: message.

asset.delete_empty_folders (riesgo 3, modifica, destructivo, dryRun, smoke)​

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

ArgumentoTipoDescripción
folderstringobligatorio. Root to inspect. Default "/Game".
dryRunbooleanValor predeterminado false.
limitintegerValor predeterminado 500.

Devuelve: folders, total, deleted, dryRun.

asset.delete_folder (riesgo 5, modifica, destructivo, smoke)​

Deletes a content folder and every asset inside it.

ArgumentoTipoDescripción
folderstringobligatorio. Content folder, e.g. "/Game/Levels".
recursivebooleanValor predeterminado false.

Devuelve: message.

asset.delete_many (riesgo 5, modifica, destructivo, smoke)​

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

ArgumentoTipoDescripción
assetsarray of stringobligatorio.
forcebooleanForce-delete even when the asset is still referenced (references are nulled). Valor predeterminado false.

Devuelve: succeeded, failed, succeededCount, failedCount.

asset.diff_folders (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
astringobligatorio. First folder.
bstringobligatorio. Second folder.
recursivebooleanValor predeterminado true.

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

asset.duplicate (riesgo 2, modifica, smoke)​

Duplicates an asset to a folder under a new name.

ArgumentoTipoDescripción
assetstringobligatorio.
folderstringDestination folder. Defaults to the source folder.
newNamestringobligatorio.

Devuelve: asset.

asset.duplicate_folder (riesgo 2, modifica, smoke)​

Duplicates a content folder and its assets.

ArgumentoTipoDescripción
folderstringobligatorio.
newFolderstringobligatorio.

Devuelve: message.

asset.duplicate_many (riesgo 2, modifica, smoke)​

Duplicates many assets into a folder (same names).

ArgumentoTipoDescripción
assetsarray of stringobligatorio.
folderstringobligatorio. Destination content folder.

Devuelve: succeeded, failed, succeededCount, failedCount.

asset.empty_collection (riesgo 4, modifica, destructivo, smoke)​

Removes every asset from a collection without destroying it.

ArgumentoTipoDescripción
collectionstringobligatorio. Collection name. Characters that collections cannot store are replaced by "_".
shareTypestring"local" (default), "private" or "shared". Valor predeterminado TEXT("local").

Devuelve: collection, message, assets, count.

asset.exists (riesgo 0, smoke)​

True when the asset exists; returns its info.

ArgumentoTipoDescripción
assetstringobligatorio. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Devuelve: asset.

asset.exists_many (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
assetsarray of stringobligatorio. Asset references (object path, package path or unique bare name).

Devuelve: existing, missing.

asset.find (riesgo 0, smoke)​

Finds assets by name substring, folder and class.

ArgumentoTipoDescripción
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".
recursivebooleanValor predeterminado true.
limitintegerValor predeterminado 200.

Devuelve: assets, total.

asset.find_blueprints_by_parent (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
parentClassstringobligatorio. Parent class (native like "Character" or a Blueprint path).
folderstring
includeSubclassesbooleanAlso match Blueprints whose parent is a subclass of ParentClass (loads the Blueprints). Valor predeterminado true.
limitintegerValor predeterminado 200.

Devuelve: assets, total.

asset.find_by_class (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
classstringobligatorio. Class name or path, e.g. "StaticMesh" or "/Script/Engine.Texture2D".
folderstring
includeDerivedbooleanInclude subclasses (e.g. "Texture" also lists Texture2D, TextureCube). Valor predeterminado true.
recursivebooleanValor predeterminado true.
onDiskOnlybooleanOnly assets known from disk (skips in-memory only objects). Valor predeterminado false.
limitintegerValor predeterminado 200.

Devuelve: assets, total.

asset.find_by_tag (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
tagstringobligatorio. Asset registry tag, e.g. "ParentClass", "RowStructure", "NumFrames".
valuestringExact value. Empty = any asset carrying the tag.
containsbooleanSubstring match on the value instead of equality. Valor predeterminado false.
folderstring
classstring
limitintegerValor predeterminado 200.

Devuelve: assets, total.

asset.find_circular_dependencies (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
assetstringobligatorio.
hardbooleanInclude hard references (default true). Valor predeterminado true.
softbooleanInclude soft references (default true). Valor predeterminado true.
recursivebooleanWalk transitively. Valor predeterminado false.
maxDepthintegerMaximum depth when recursive (1-10). Valor predeterminado 3.
includeScriptbooleanInclude /Script/ (native code) packages. Valor predeterminado false.
limitintegerValor predeterminado 500.

Devuelve: root, cycles, packagesVisited.

asset.find_duplicates_by_name (riesgo 0, smoke)​

Assets sharing the same name in different folders.

ArgumentoTipoDescripción
folderstringobligatorio. Folder to audit. Default "/Game".
recursivebooleanValor predeterminado true.
limitintegerValor predeterminado 200.

Devuelve: duplicates, total.

asset.find_missing_references (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
folderstringobligatorio. Folder to audit. Default "/Game".
recursivebooleanValor predeterminado true.
limitintegerValor predeterminado 200.

Devuelve: missing, assetsChecked, total.

asset.find_naming_violations (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
folderstringobligatorio.
mappingarray of UeaClassFolderRuleClass -> sub-folder / prefix rules. Empty uses the built-in defaults.
recursivebooleanValor predeterminado true.
dryRunbooleanOnly report what would change. Valor predeterminado false.
limitintegerValor predeterminado 500.

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

asset.find_orphans (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
folderstringobligatorio. Folder to audit. Default "/Game".
recursivebooleanValor predeterminado true.
limitintegerValor predeterminado 200.

Devuelve: assets, total, returned, offset.

asset.find_unused (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
classstringobligatorio. Class name or path, e.g. "StaticMesh" or "/Script/Engine.Texture2D".
folderstring
includeDerivedbooleanInclude subclasses (e.g. "Texture" also lists Texture2D, TextureCube). Valor predeterminado true.
recursivebooleanValor predeterminado true.
onDiskOnlybooleanOnly assets known from disk (skips in-memory only objects). Valor predeterminado false.
limitintegerValor predeterminado 200.

Devuelve: assets, total.

asset.fix_redirectors (riesgo 3, modifica, 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.

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

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

asset.folder_has_assets (riesgo 0, smoke)​

Whether a folder contains assets (count under it).

ArgumentoTipoDescripción
folderstringobligatorio. Content folder, e.g. "/Game/Levels".
recursivebooleanValor predeterminado false.

Devuelve: count, result.

asset.fully_load (riesgo 1, smoke)​

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

ArgumentoTipoDescripción
assetstringobligatorio. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

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

asset.get_asset_collections (riesgo 0, smoke)​

Collections that contain an asset.

ArgumentoTipoDescripción
assetstringobligatorio. Asset whose collections are listed.
recursivebooleanAlso report collections that contain the asset through a child collection. Valor predeterminado false.

Devuelve: collections, total.

asset.get_asset_size_breakdown (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
folderstringobligatorio.
groupBystring"class" (default) or "subfolder". Valor predeterminado TEXT("class").
recursivebooleanValor predeterminado true.
limitintegerValor predeterminado 100.

Devuelve: groups, totalBytes, assetCount, missingOnDisk.

asset.get_browser_folder (riesgo 0, smoke)​

Folder currently open in the Content Browser.

Sin argumentos.

Devuelve: folder, selectedFolders.

asset.get_browser_selection (riesgo 0, smoke)​

Assets and folders selected in the Content Browser.

Sin argumentos.

Devuelve: assets, folders.

asset.get_by_package (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
packagestringobligatorio. Package name, e.g. "/Game/Art/M_Wall".
includeTagsbooleanValor predeterminado false.

Devuelve: assets, total, returned, offset.

asset.get_class_ancestors (riesgo 0, smoke)​

Ancestor classes of a class, nearest parent first.

ArgumentoTipoDescripción
classstringobligatorio. Class name or path, e.g. "Actor" or "/Script/Engine.Actor".
recursivebooleanWalk the whole subtree instead of the direct children only. Valor predeterminado true.
limitintegerValor predeterminado 500.

Devuelve: class, classes, total.

asset.get_collection_assets (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
collectionstringobligatorio.
shareTypestringValor predeterminado TEXT("local").
recursivebooleanInclude the assets of child collections. Valor predeterminado false.
limitintegerValor predeterminado 500.

Devuelve: collection, message, assets, count.

asset.get_dependencies (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
assetstringobligatorio.
hardbooleanInclude hard references (default true). Valor predeterminado true.
softbooleanInclude soft references (default true). Valor predeterminado true.
recursivebooleanWalk transitively. Valor predeterminado false.
maxDepthintegerMaximum depth when recursive (1-10). Valor predeterminado 3.
includeScriptbooleanInclude /Script/ (native code) packages. Valor predeterminado false.
limitintegerValor predeterminado 500.

Devuelve: root, entries, total.

asset.get_dependency_graph (riesgo 0, smoke)​

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

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

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

asset.get_derived_classes (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
classstringobligatorio. Class name or path, e.g. "Actor" or "/Script/Engine.Actor".
recursivebooleanWalk the whole subtree instead of the direct children only. Valor predeterminado true.
limitintegerValor predeterminado 500.

Devuelve: class, classes, total.

asset.get_file_info (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
assetstringobligatorio. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

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

asset.get_metadata (riesgo 0, smoke)​

Editor metadata tags stored on the asset (UMetaData).

ArgumentoTipoDescripción
assetstringobligatorio. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Devuelve: entries, count.

asset.get_open_editors (riesgo 0, smoke)​

Assets currently open in asset editor windows.

Sin argumentos.

Devuelve: assets, total.

asset.get_package_info (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
assetstringobligatorio. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

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

asset.get_primary_asset_id (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
assetstringobligatorio. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Devuelve: asset, primaryAssetId, type, isPrimaryAsset.

asset.get_referencer_graph (riesgo 0, smoke)​

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

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

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

asset.get_referencers (riesgo 0, smoke)​

Packages that reference the asset, optionally transitive with depth.

ArgumentoTipoDescripción
assetstringobligatorio.
hardbooleanInclude hard references (default true). Valor predeterminado true.
softbooleanInclude soft references (default true). Valor predeterminado true.
recursivebooleanWalk transitively. Valor predeterminado false.
maxDepthintegerMaximum depth when recursive (1-10). Valor predeterminado 3.
includeScriptbooleanInclude /Script/ (native code) packages. Valor predeterminado false.
limitintegerValor predeterminado 500.

Devuelve: root, entries, total.

asset.get_registry_tags (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
assetstringobligatorio. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Devuelve: entries, count.

asset.get_size_report (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
folderstring
classstring
recursivebooleanValor predeterminado true.
limitintegerValor predeterminado 50.

Devuelve: largest, byClass, totalBytes, assetCount.

asset.get_source_control_state (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
assetsarray of stringobligatorio. Asset references (object path, package path or unique bare name).

Devuelve: enabled, provider, states.

asset.get_state_many (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
assetsarray of stringobligatorio. Asset references (object path, package path or unique bare name).

Devuelve: states, existingCount, missingCount.

asset.get_summary (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
assetstringobligatorio. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

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

asset.import_file (riesgo 2, modifica)​

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

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

Devuelve: assets, total.

asset.label_add_assets (riesgo 2, modifica)​

Sin descripción.

Sin argumentos.

asset.label_get (riesgo 0)​

Sin descripción.

Sin argumentos.

asset.label_remove_assets (riesgo 3, modifica, destructivo)​

Sin descripción.

Sin argumentos.

asset.label_set_flags (riesgo 2, modifica)​

Sin descripción.

Sin argumentos.

asset.label_set_redirectors (riesgo 2, modifica, UE 5.8+)​

Sin descripción.

Sin argumentos.

asset.list_by_tag_value (riesgo 0, smoke)​

Assets whose registry tag has exactly the given value.

ArgumentoTipoDescripción
tagstringobligatorio. Registry tag key, e.g. "ParentClass" or "RowStructure".
valuestringobligatorio. Exact tag value to match.
folderstringFolder to restrict the query to. Default "/Game".
limitintegerValor predeterminado 200.

Devuelve: assets, total, returned, offset.

asset.list_classes (riesgo 0, smoke)​

Distinct asset classes under a folder with counts.

ArgumentoTipoDescripción
folderstringRoot folder. Default "/Game".
classstringOptional class filter.
recursivebooleanValor predeterminado true.

Devuelve: classes, total.

asset.list_collections (riesgo 0, smoke)​

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

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

Devuelve: collections, total.

asset.list_content_plugins (riesgo 0, smoke)​

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

Sin argumentos.

Devuelve: plugins, total.

asset.list_data_assets (riesgo 0, smoke)​

DataAssets of a class under a folder.

ArgumentoTipoDescripción
classstringData asset class filter, e.g. "PrimaryDataAsset". Default "DataAsset".
folderstring
recursivebooleanValor predeterminado true.
limitintegerValor predeterminado 200.

Devuelve: assets, total.

asset.list_dirty (riesgo 0, smoke)​

Content and map packages with unsaved changes.

Sin argumentos.

Devuelve: packages, total, dirtyCount.

asset.list_empty_folders (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
folderstringobligatorio. Root to inspect. Default "/Game".
dryRunbooleanValor predeterminado false.
limitintegerValor predeterminado 500.

Devuelve: folders, total, deleted, dryRun.

asset.list_factories (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
containsstringSubstring filter on factory or supported class name.
limitintegerValor predeterminado 300.

Devuelve: factories, total.

asset.list_folder (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
folderstringobligatorio. Content folder, e.g. "/Game/Levels".
recursivebooleanValor predeterminado false.

Devuelve: subFolders, assets.

asset.list_largest (riesgo 0, smoke)​

Largest assets on disk under a folder, biggest first.

ArgumentoTipoDescripción
folderstring
classstring
recursivebooleanValor predeterminado true.
limitintegerValor predeterminado 20.

Devuelve: assets, totalBytes.

asset.list_loaded_packages (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
folderstringOnly report packages under this folder. Empty reports every loaded content package.
dirtyOnlybooleanOnly packages with unsaved changes. Valor predeterminado false.
limitintegerValor predeterminado 200.

Devuelve: packages, total, dirtyCount.

asset.list_mount_points (riesgo 0, smoke)​

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

Sin argumentos.

Devuelve: mountPoints, total.

asset.list_paths (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
basestringBase content folder. Default "/Game".
recursivebooleanValor predeterminado true.
limitintegerValor predeterminado 1000.

Devuelve: paths, total.

asset.list_primary_assets (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
typestringPrimary asset type, e.g. "Map" or "PrimaryAssetLabel". Empty lists every registered type.
limitintegerValor predeterminado 200.

Devuelve: assets, types, total.

asset.list_recent (riesgo 0, smoke)​

Most recently modified asset files on disk under a folder.

ArgumentoTipoDescripción
folderstring
classstring
recursivebooleanValor predeterminado true.
limitintegerValor predeterminado 50.

Devuelve: assets.

asset.list_redirectors (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
folderstringobligatorio. Content folder, e.g. "/Game/Levels".
recursivebooleanValor predeterminado false.

Devuelve: assets, total.

asset.list_tags_of_class (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
classstringobligatorio. Class name or path, e.g. "StaticMesh".
folderstring
recursiveClassesbooleanAlso inspect assets of subclasses. Valor predeterminado true.
sampleSizeintegerMaximum number of assets to sample. Valor predeterminado 50.

Devuelve: tags, assetsSampled.

asset.make_unique_name (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
folderstringobligatorio.
basestringobligatorio. Base asset name.
suffixstringSuffix appended before the uniqueness counter, e.g. "_Copy".

Devuelve: name, path, unchanged.

asset.manager_get_asset_bundles (riesgo 0)​

Sin descripción.

ArgumentoTipoDescripción
primaryAssetIdstringobligatorio. Primary asset id formatted Type:Name.

asset.manager_get_bundle_state (riesgo 0, smoke)​

Sin descripción.

Sin argumentos.

asset.manager_get_load_set (riesgo 0)​

Sin descripción.

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

asset.manager_get_rules (riesgo 0)​

Sin descripción.

ArgumentoTipoDescripción
primaryAssetIdstringobligatorio. Primary asset id formatted Type:Name.

asset.manager_get_type (riesgo 0, smoke)​

Sin descripción.

ArgumentoTipoDescripción
typestringobligatorio. Primary asset type, such as Map or PrimaryAssetLabel.

asset.manager_list_assets_in_path (riesgo 0, smoke)​

Sin descripción.

ArgumentoTipoDescripción
pathstringobligatorio. Content path to intersect with the registered primary assets.
limitintegerMaximum returned primary assets. Valor predeterminado 200.

asset.manager_list_type_assets (riesgo 0, smoke)​

Sin descripción.

ArgumentoTipoDescripción
typestringobligatorio. Primary asset type, such as Map or PrimaryAssetLabel.

asset.manager_load_primary (riesgo 1)​

Sin descripción.

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

asset.manager_status (riesgo 0, smoke)​

Sin descripción.

Sin argumentos.

asset.manager_unload_primary (riesgo 1)​

Sin descripción.

ArgumentoTipoDescripción
primaryAssetIdstringobligatorio. Primary asset id formatted Type:Name.

asset.mark_dirty (riesgo 1, modifica, smoke)​

Marks packages dirty so the editor offers to save them.

ArgumentoTipoDescripción
assetsarray of stringobligatorio. Asset references (object path, package path or unique bare name).

Devuelve: succeeded, failed, succeededCount, failedCount.

asset.move (riesgo 2, modifica, smoke)​

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

ArgumentoTipoDescripción
assetstringobligatorio.
folderstringobligatorio. Destination content folder, e.g. "/Game/Characters/Hero".

Devuelve: asset.

asset.move_folder (riesgo 3, modifica, smoke)​

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

ArgumentoTipoDescripción
folderstringobligatorio. Folder to move, e.g. "/Game/Art/Old".
newParentstringobligatorio. New parent folder, e.g. "/Game/Archive". The folder keeps its own name.

Devuelve: message.

asset.move_many (riesgo 2, modifica, smoke)​

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

ArgumentoTipoDescripción
assetsarray of stringobligatorio.
folderstringobligatorio. Destination content folder.

Devuelve: succeeded, failed, succeededCount, failedCount.

asset.open_editor (riesgo 1)​

Opens the asset in its editor window.

ArgumentoTipoDescripción
assetstringobligatorio. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Devuelve: asset.

asset.organize_by_class (riesgo 3, modifica, dryRun, smoke)​

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

ArgumentoTipoDescripción
folderstringobligatorio.
mappingarray of UeaClassFolderRuleClass -> sub-folder / prefix rules. Empty uses the built-in defaults.
recursivebooleanValor predeterminado true.
dryRunbooleanOnly report what would change. Valor predeterminado false.
limitintegerValor predeterminado 500.

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

asset.path_exists (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
pathstringobligatorio. Content folder to test, e.g. "/Game/Art".

Devuelve: path, knownToRegistry, existsOnDisk, assetCount.

asset.preview (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
assetstringobligatorio. Asset (object path, package path or unique name).
sizeintegerThumbnail edge in pixels (32-1024). Valor predeterminado 256.
formatstringpng or jpg. Valor predeterminado TEXT("png").

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

asset.query (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
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. Valor predeterminado true.
recursivePathsbooleanSearch sub-folders. Valor predeterminado 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). Valor predeterminado false.
includeTagsbooleanReturn every registry tag of each asset. Valor predeterminado false.
limitintegerValor predeterminado 200.
offsetintegerValor predeterminado 0.

Devuelve: assets, total, returned, offset.

asset.registry_status (riesgo 0, smoke)​

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

Sin argumentos.

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

asset.reload_packages (riesgo 3)​

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

ArgumentoTipoDescripción
packagesarray of stringobligatorio. Package names ("/Game/Folder/Asset") or asset references.
includeDirtybooleanUnload/reload even when the package has unsaved changes (the changes are lost). Valor predeterminado false.

Devuelve: succeeded, failed, succeededCount, failedCount.

asset.remove_from_collection (riesgo 4, modifica, smoke)​

Removes assets from a static collection.

ArgumentoTipoDescripción
collectionstringobligatorio.
shareTypestringValor predeterminado TEXT("local").
assetsarray of stringobligatorio. Assets to add/remove (object path, package path or unique name).

Devuelve: collection, message, assets, count.

asset.remove_metadata (riesgo 2, modifica, smoke)​

Removes an editor metadata tag.

ArgumentoTipoDescripción
assetstringobligatorio.
keystringobligatorio.
valuestringUsed by asset.set_metadata.

Devuelve: entries, count.

asset.rename (riesgo 2, modifica, smoke)​

Renames or moves an asset (fixes up referencers).

ArgumentoTipoDescripción
assetstringobligatorio.
folderstringDestination folder. Defaults to the source folder.
newNamestringobligatorio.

Devuelve: asset.

asset.rename_collection (riesgo 4, modifica, smoke)​

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

ArgumentoTipoDescripción
collectionstringobligatorio.
shareTypestringValor predeterminado TEXT("local").
newNamestringobligatorio.
newShareTypestringNew share type; empty keeps the current one.

Devuelve: collection, message, assets, count.

asset.rename_folder (riesgo 2, modifica, smoke)​

Renames/moves a content folder with all its assets.

ArgumentoTipoDescripción
folderstringobligatorio.
newFolderstringobligatorio.

Devuelve: message.

asset.rename_many (riesgo 2, modifica, dryRun, smoke)​

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

ArgumentoTipoDescripción
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").
recursivebooleanValor predeterminado true.
dryRunbooleanOnly report what would be renamed. Valor predeterminado false.
limitintegerValor predeterminado 500.

Devuelve: renames, failed, count, dryRun.

asset.render_thumbnail (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
assetstringobligatorio.
sizeintegerSquare size in pixels (32-1024). Valor predeterminado 256.
savePathstringOptional absolute PNG path to also write on disk.

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

asset.reparent_collection (riesgo 4, modifica, smoke)​

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

ArgumentoTipoDescripción
collectionstringobligatorio.
shareTypestringValor predeterminado TEXT("local").
parentstringNew parent collection name; empty makes the collection a root collection.
parentShareTypestringValor predeterminado TEXT("local").

Devuelve: collection, message, assets, count.

asset.revert (riesgo 5, destructivo)​

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

ArgumentoTipoDescripción
assetsarray of stringobligatorio. Asset references (object path, package path or unique bare name).

Devuelve: succeeded, failed, succeededCount, failedCount.

asset.sanitize_name (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
namestringobligatorio. Name to sanitise.

Devuelve: name, path, unchanged.

asset.save (riesgo 2)​

Saves one asset to disk.

ArgumentoTipoDescripción
assetstringobligatorio. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Devuelve: asset.

asset.save_all (riesgo 2)​

Saves every dirty asset and level.

Sin argumentos.

Devuelve: savedCount.

asset.save_dirty (riesgo 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.

ArgumentoTipoDescripción
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. Valor predeterminado false.
includeMapsbooleanAlso save dirty map (level) packages. Valor predeterminado true.
includeContentbooleanAlso save dirty content packages. Valor predeterminado true.

Devuelve: savedCount.

asset.save_many (riesgo 2)​

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

ArgumentoTipoDescripción
assetsarray of stringobligatorio. Asset references (object path, package path or unique bare name).

Devuelve: succeeded, failed, succeededCount, failedCount.

asset.sc_add_many (riesgo 4)​

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

ArgumentoTipoDescripción
assetsarray of stringobligatorio. Assets (object or package paths) to act on.
updateStatusbooleanAlso refresh the provider state before acting (slower, more accurate). Valor predeterminado true.

Devuelve: succeeded, failed, succeededCount, failedCount.

asset.sc_checkin (riesgo 4)​

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

ArgumentoTipoDescripción
assetsarray of stringobligatorio.
descriptionstringobligatorio. Changelist / commit description.
keepCheckedOutbooleanKeep the files checked out after submitting. Valor predeterminado false.

Devuelve: succeeded, failed, succeededCount, failedCount.

asset.sc_checkout_many (riesgo 4)​

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

ArgumentoTipoDescripción
assetsarray of stringobligatorio. Assets (object or package paths) to act on.
updateStatusbooleanAlso refresh the provider state before acting (slower, more accurate). Valor predeterminado true.

Devuelve: succeeded, failed, succeededCount, failedCount.

asset.sc_diff_against_depot (riesgo 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.

ArgumentoTipoDescripción
assetstringobligatorio. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

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

asset.sc_get_provider (riesgo 0, smoke)​

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

Sin argumentos.

Devuelve: provider, enabled, available, status.

asset.sc_history (riesgo 0)​

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

ArgumentoTipoDescripción
assetstringobligatorio.
limitintegerValor predeterminado 20.

Devuelve: asset, file, revisions, total.

asset.sc_list_changed (riesgo 0)​

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

ArgumentoTipoDescripción
folderstringContent folder to inspect. Default "/Game".
recursivebooleanValor predeterminado true.
limitintegerValor predeterminado 500.

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

asset.sc_lock (riesgo 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.

ArgumentoTipoDescripción
assetsarray of stringobligatorio. Assets (object or package paths) to act on.
updateStatusbooleanAlso refresh the provider state before acting (slower, more accurate). Valor predeterminado true.

Devuelve: succeeded, failed, succeededCount, failedCount.

asset.sc_revert_many (riesgo 5, destructivo)​

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

ArgumentoTipoDescripción
assetsarray of stringobligatorio.
unchangedOnlybooleanOnly revert files that are checked out but not actually modified. Valor predeterminado false.

Devuelve: succeeded, failed, succeededCount, failedCount.

asset.sc_status (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
assetsarray of stringobligatorio. Assets (object or package paths) to act on.
updateStatusbooleanAlso refresh the provider state before acting (slower, more accurate). Valor predeterminado true.

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

asset.sc_sync (riesgo 3)​

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

ArgumentoTipoDescripción
assetsarray of stringAssets to sync. Ignored when folder is set.
folderstringContent folder to sync instead of individual assets.
recursivebooleanValor predeterminado true.

Devuelve: succeeded, failed, succeededCount, failedCount.

asset.sc_unlock (riesgo 4)​

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

ArgumentoTipoDescripción
assetsarray of stringobligatorio. Assets (object or package paths) to act on.
updateStatusbooleanAlso refresh the provider state before acting (slower, more accurate). Valor predeterminado true.

Devuelve: succeeded, failed, succeededCount, failedCount.

asset.scan_files (riesgo 1, smoke)​

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

ArgumentoTipoDescripción
pathsarray of stringobligatorio. Content folders (or, for asset.scan_files, package/file paths) to scan.
forcebooleanRescan even when the registry already knows the path. Valor predeterminado false.

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

asset.scan_paths (riesgo 1, smoke)​

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

ArgumentoTipoDescripción
pathsarray of stringobligatorio. Content folders (or, for asset.scan_files, package/file paths) to scan.
forcebooleanRescan even when the registry already knows the path. Valor predeterminado false.

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

asset.set_browser_folder (riesgo 0, smoke)​

Navigates the Content Browser to a folder.

ArgumentoTipoDescripción
folderstringobligatorio. Content folder, e.g. "/Game/Levels".
recursivebooleanValor predeterminado false.

Devuelve: folder, selectedFolders.

asset.set_collection_color (riesgo 4, modifica, smoke)​

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

ArgumentoTipoDescripción
collectionstringobligatorio.
shareTypestringValor predeterminado TEXT("local").
rnumberRed 0-1. Valor predeterminado 1.0.
gnumberGreen 0-1. Valor predeterminado 1.0.
bnumberBlue 0-1. Valor predeterminado 1.0.
anumberAlpha 0-1. Valor predeterminado 1.0.
clearbooleanClear the colour instead of setting it. Valor predeterminado false.

Devuelve: collection, message, assets, count.

asset.set_metadata (riesgo 2, modifica, smoke)​

Sets an editor metadata tag on the asset.

ArgumentoTipoDescripción
assetstringobligatorio.
keystringobligatorio.
valuestringUsed by asset.set_metadata.

Devuelve: entries, count.

asset.set_texture_settings (riesgo 2, modifica, smoke)​

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

ArgumentoTipoDescripción
assetstringobligatorio.
srgbinteger-1 keeps, 0 = linear, 1 = sRGB. Valor predeterminado -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). Valor predeterminado 0.
neverStreaminteger-1 keeps, 0/1 sets NeverStream. Valor predeterminado -1.
savebooleanValor predeterminado false.

Devuelve: asset, factory, saved, notes.

asset.split_path (riesgo 0, smoke)​

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

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

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

asset.string_table_export_csv (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
assetstringobligatorio.
savePathstringOptional absolute .csv path to also write.

Devuelve: text, lines, savedTo, problems.

asset.string_table_find (riesgo 0, smoke)​

Searches the keys and source strings of a StringTable.

ArgumentoTipoDescripción
assetstringobligatorio.
containsstringSubstring to look for in keys and source strings.
keysOnlybooleanOnly match the key, not the source string. Valor predeterminado false.
limitintegerValor predeterminado 200.

Devuelve: entries, count.

asset.string_table_import_csv (riesgo 2, modifica, smoke)​

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

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

Devuelve: entries, count.

asset.string_table_list (riesgo 0, smoke)​

Key/source-string entries of a StringTable.

ArgumentoTipoDescripción
assetstringobligatorio. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Devuelve: entries, count.

asset.string_table_remove (riesgo 3, modifica, destructivo, smoke)​

Removes one entry of a StringTable.

ArgumentoTipoDescripción
assetstringobligatorio.
keystringobligatorio. Entry key to remove.

Devuelve: entries, count.

asset.string_table_set (riesgo 2, modifica, smoke)​

Adds or updates StringTable entries.

ArgumentoTipoDescripción
assetstringobligatorio.
entriesarray of UeaKeyValueobligatorio. Key -> source string pairs.

Devuelve: entries, count.

asset.sync_browser (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
assetsarray of stringobligatorio. Asset references (object path, package path or unique bare name).

Devuelve: message.

asset.unload_packages (riesgo 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.

ArgumentoTipoDescripción
packagesarray of stringobligatorio. Package names ("/Game/Folder/Asset") or asset references.
includeDirtybooleanUnload/reload even when the package has unsaved changes (the changes are lost). Valor predeterminado false.

Devuelve: succeeded, failed, succeededCount, failedCount.

asset.validate (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
assetsarray of stringobligatorio. Asset references (object path, package path or unique bare name).

Devuelve: results, invalidCount.

asset.validate_path (riesgo 0, smoke)​

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

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

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

asset.wait_for_registry (riesgo 1, smoke)​

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

ArgumentoTipoDescripción
timeoutSecondsnumberGive up after this many seconds (1-600). Valor predeterminado 60.0.

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

import.animation (riesgo 2, modifica)​

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

ArgumentoTipoDescripción
filestringobligatorio.
folderstringobligatorio.
namestring
skeletonstringobligatorio. Skeleton the animation targets.
importScalenumberValor predeterminado 1.0.
savebooleanValor predeterminado false.

Devuelve: assets, total.

import.audio (riesgo 2, modifica)​

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

ArgumentoTipoDescripción
filestringobligatorio.
folderstringobligatorio.
namestring
compressionQualityinteger1-100; -1 keeps the importer default. Valor predeterminado -1.
loopingbooleanValor predeterminado false.
soundGroupstringSound class / group asset to assign, when given.
savebooleanValor predeterminado false.

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

import.batch (riesgo 2, modifica)​

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

ArgumentoTipoDescripción
tasksarray of UeaImportTaskSpecobligatorio. One entry per file to import.
savebooleanValor predeterminado false.

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

import.can_reimport (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
assetstringobligatorio. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Devuelve: asset, canReimport, sourceFiles, reason.

import.csv_to_data_table (riesgo 2, modifica)​

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

ArgumentoTipoDescripción
filestringobligatorio. Absolute .csv / .json path.
rowStructstringobligatorio. Row struct: a native struct name or a user defined struct asset path.
folderstringobligatorio.
namestringobligatorio.
savebooleanValor predeterminado false.

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

import.export (riesgo 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.

ArgumentoTipoDescripción
assetstringobligatorio.
filestringobligatorio. Absolute destination file. The extension selects the exporter (fbx, obj, png, tga, wav, csv, json, t3d, copy).

Devuelve: file, exporter, sizeBytes, errors.

import.export_data_table_csv (riesgo 0)​

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

ArgumentoTipoDescripción
assetstringobligatorio.
filestringobligatorio. Absolute destination file.
optionsarray of UeaKeyValueExporter properties as text.

Devuelve: results, succeededCount, failedCount.

import.export_many (riesgo 0)​

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

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

Devuelve: results, succeededCount, failedCount.

import.export_texture (riesgo 0)​

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

ArgumentoTipoDescripción
assetstringobligatorio.
filestringobligatorio. Absolute destination file.
optionsarray of UeaKeyValueExporter properties as text.

Devuelve: results, succeededCount, failedCount.

import.export_to_fbx (riesgo 0)​

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

ArgumentoTipoDescripción
assetstringobligatorio.
filestringobligatorio. Absolute destination file.
optionsarray of UeaKeyValueExporter properties as text.

Devuelve: results, succeededCount, failedCount.

import.fbx_animation (riesgo 2, modifica)​

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

ArgumentoTipoDescripción
filestringobligatorio.
folderstringobligatorio.
namestring
skeletonstringobligatorio. Skeleton the animation targets.
importAllFramesbooleanValor predeterminado true.
frameStartintegerFirst frame to import when importAllFrames is false. Valor predeterminado 0.
frameEndintegerLast frame to import when importAllFrames is false. Valor predeterminado 0.
uniformScalenumberValor predeterminado 1.0.
savebooleanValor predeterminado false.

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

import.fbx_skeletal_mesh (riesgo 2, modifica)​

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

ArgumentoTipoDescripción
filestringobligatorio.
folderstringobligatorio.
namestring
skeletonstringExisting skeleton to bind to; empty creates a new one.
importMorphTargetsbooleanValor predeterminado true.
importAnimationsbooleanValor predeterminado false.
createPhysicsAssetbooleanValor predeterminado true.
importMaterialsbooleanValor predeterminado true.
uniformScalenumberValor predeterminado 1.0.
convertScenebooleanValor predeterminado true.
forceFrontXAxisbooleanValor predeterminado false.
savebooleanValor predeterminado false.

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

import.fbx_static_mesh (riesgo 2, modifica)​

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

ArgumentoTipoDescripción
filestringobligatorio.
folderstringobligatorio.
namestring
generateLightmapUVsbooleanValor predeterminado true.
autoGenerateCollisionbooleanValor predeterminado true.
combineMeshesbooleanMerge every mesh of the file into one asset. Valor predeterminado true.
importMaterialsbooleanValor predeterminado true.
importTexturesbooleanValor predeterminado true.
uniformScalenumberValor predeterminado 1.0.
convertScenebooleanConvert the scene axes to Unreal's. Valor predeterminado true.
forceFrontXAxisbooleanUse -X as the front axis. Valor predeterminado false.
savebooleanValor predeterminado false.

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

import.files (riesgo 2, modifica)​

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

ArgumentoTipoDescripción
filesarray of stringobligatorio. Absolute file paths.
folderstringobligatorio.

Devuelve: assets, total.

import.get_last_import_log (riesgo 0, smoke)​

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

Sin argumentos.

Devuelve: lines, tool, warningCount, errorCount.

import.get_options (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
formatstringobligatorio. 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). Valor predeterminado true.

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

import.get_source_files (riesgo 0, smoke)​

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

ArgumentoTipoDescripción
assetstringobligatorio. Object path (/Game/Foo/Bar.Bar), package path (/Game/Foo/Bar) or unique bare name.

Devuelve: asset, files, missing, hasImportData.

import.gltf (riesgo 2, modifica)​

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.

ArgumentoTipoDescripción
filestringobligatorio. Absolute path of the file to import.
folderstringobligatorio. 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.
replaceExistingbooleanValor predeterminado true.
savebooleanValor predeterminado false.

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

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

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

Sin argumentos.

Devuelve: available, importEnabled, plugins, message.

import.json_to_data_table (riesgo 2, modifica)​

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

ArgumentoTipoDescripción
filestringobligatorio. Absolute .csv / .json path.
rowStructstringobligatorio. Row struct: a native struct name or a user defined struct asset path.
folderstringobligatorio.
namestringobligatorio.
savebooleanValor predeterminado false.

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

import.list_exporters (riesgo 0, smoke)​

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

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

Devuelve: exporters, total.

import.list_formats (riesgo 0, smoke)​

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

Sin argumentos.

Devuelve: formats.

import.list_importable_extensions (riesgo 0, smoke)​

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

Sin argumentos.

Devuelve: extensions, total.

import.reimport (riesgo 3, modifica)​

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

ArgumentoTipoDescripción
assetstringobligatorio.
filestringOptional new source file.

Devuelve: asset.

import.reimport_folder (riesgo 3, modifica, dryRun, smoke)​

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

ArgumentoTipoDescripción
folderstringobligatorio.
classFilterstringOptional class filter, e.g. "Texture2D".
recursivebooleanValor predeterminado true.
dryRunbooleanOnly list what would be reimported. Valor predeterminado false.
limitintegerValor predeterminado 100.

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

import.reimport_many (riesgo 3, modifica)​

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

ArgumentoTipoDescripción
assetsarray of stringobligatorio.
askForNewFilesbooleanOpen a file dialog when the recorded source file is missing (normally off for automation). Valor predeterminado false.

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

import.set_source_file (riesgo 2, modifica)​

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

ArgumentoTipoDescripción
assetstringobligatorio.
filestringobligatorio. New absolute source file path.
indexintegerIndex of the source file slot to set (0 = the main one). Valor predeterminado 0.

Devuelve: asset, files, missing, hasImportData.

import.skeletal_mesh (riesgo 2, modifica)​

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

ArgumentoTipoDescripción
filestringobligatorio.
folderstringobligatorio.
namestring
skeletonstringExisting skeleton to bind to; empty creates a new one.
importScalenumberValor predeterminado 1.0.
createPhysicsAssetbooleanValor predeterminado true.
importMorphTargetsbooleanValor predeterminado true.
importMaterialsbooleanValor predeterminado true.
importAnimationsbooleanValor predeterminado false.
savebooleanValor predeterminado false.

Devuelve: assets, total.

import.sound (riesgo 2, modifica)​

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

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

Devuelve: assets, total.

import.static_mesh (riesgo 2, modifica)​

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

ArgumentoTipoDescripción
filestringobligatorio.
folderstringobligatorio.
namestring
importScalenumberValor predeterminado 1.0.
combineMeshesbooleanMerge every mesh in the file into one asset. Valor predeterminado true.
generateCollisionbooleanValor predeterminado true.
generateLightmapUVsbooleanValor predeterminado true.
importMaterialsbooleanValor predeterminado true.
importTexturesbooleanValor predeterminado true.
savebooleanValor predeterminado false.

Devuelve: assets, total.

import.texture (riesgo 2, modifica)​

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

ArgumentoTipoDescripción
filestringobligatorio.
folderstringobligatorio.
namestring
srgbinteger-1 keeps the importer default, 0 = linear, 1 = sRGB. Valor predeterminado -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".
savebooleanValor predeterminado false.

Devuelve: asset, factory, saved, notes.

import.texture_with_settings (riesgo 2, modifica)​

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

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

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

import.with_options (riesgo 2, modifica)​

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

ArgumentoTipoDescripción
filestringobligatorio. Absolute path of the file to import.
folderstringobligatorio. 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.
replaceExistingbooleanValor predeterminado true.
savebooleanValor predeterminado false.

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