unreal.AssetTagsSubsystem?

class unreal.AssetTagsSubsystem(outer=None, name='None')?

Bases: unreal.EngineSubsystem

Asset Tags Subsystem

C++ Source:

  • Plugin: AssetTags
  • Module: AssetTags
  • File: AssetTagsSubsystem.h
add_asset_data_to_collection(name, asset_data) → bool?

Add the given asset to the given collection.

Parameters:
  • name (Name) – Name of the collection to modify.
  • asset_data (AssetData) – Asset to add.
Returns:

True if the collection was modified, false otherwise (see the output log for details on error).

Return type:

bool

add_asset_datas_to_collection(name, asset_datas) → bool?

Add the given assets to the given collection.

Parameters:
  • name (Name) – Name of the collection to modify.
  • asset_datas (Array(AssetData)) – Assets to add.
Returns:

True if the collection was modified, false otherwise (see the output log for details on error).

Return type:

bool

add_asset_ptr_to_collection(name, asset_ptr) → bool?

Add the given asset to the given collection.

Parameters:
  • name (Name) – Name of the collection to modify.
  • asset_ptr (Object) – Asset to add.
Returns:

True if the collection was modified, false otherwise (see the output log for details on error).

Return type:

bool

add_asset_ptrs_to_collection(name, asset_ptrs) → bool?

Add the given assets to the given collection.

Parameters:
  • name (Name) – Name of the collection to modify.
  • asset_ptrs (Array(Object)) – Assets to add.
Returns:

True if the collection was modified, false otherwise (see the output log for details on error).

Return type:

bool

add_asset_to_collection(name, asset_path_name) → bool?

Add the given asset to the given collection.

Parameters:
  • name (Name) – Name of the collection to modify.
  • asset_path_name (Name) – Asset to add (its path name, eg) /Game/MyFolder/MyAsset.MyAsset).
Returns:

True if the collection was modified, false otherwise (see the output log for details on error).

Return type:

bool

add_assets_to_collection(name, asset_path_names) → bool?

Add the given assets to the given collection.

Parameters:
  • name (Name) – Name of the collection to modify.
  • asset_path_names (Array(Name)) – Assets to add (their path names, eg) /Game/MyFolder/MyAsset.MyAsset).
Returns:

True if the collection was modified, false otherwise (see the output log for details on error).

Return type:

bool

collection_exists(name) → bool?

Check whether the given collection exists.

Parameters:name (Name) – Name of the collection to test.
Returns:True if the collection exists, false otherwise.
Return type:bool
create_collection(name, share_type) → bool?

Create a new collection with the given name and share type.

Parameters:
  • name (Name) – Name to give to the collection.
  • share_type (CollectionShareType) – Whether the collection should be local, private, or shared?
Returns:

True if the collection was created, false otherwise (see the output log for details on error).

Return type:

bool

destroy_collection(name) → bool?

Destroy the given collection.

Parameters:name (Name) – Name of the collection to destroy.
Returns:True if the collection was destroyed, false otherwise (see the output log for details on error).
Return type:bool
empty_collection(name) → bool?

Remove all assets from the given collection.

Parameters:name (Name) – Name of the collection to modify.
Returns:True if the collection was modified, false otherwise (see the output log for details on error).
Return type:bool
get_assets_in_collection(name) -> Array(AssetData)?

Get the assets in the given collection.

Parameters:name (Name) – Name of the collection to test.
Returns:Assets in the given collection.
Return type:Array(AssetData)
get_collections() -> Array(Name)?

Get the names of all available collections.

Returns:Names of all available collections.
Return type:Array(Name)
get_collections_containing_asset(asset_path_name) -> Array(Name)?

Get the names of the collections that contain the given asset.

Parameters:asset_path_name (Name) – Asset to test (its path name, eg) /Game/MyFolder/MyAsset.MyAsset).
Returns:Names of the collections that contain the asset.
Return type:Array(Name)
get_collections_containing_asset_data(asset_data) -> Array(Name)?

Get the names of the collections that contain the given asset.

Parameters:asset_data (AssetData) – Asset to test.
Returns:Names of the collections that contain the asset.
Return type:Array(Name)
get_collections_containing_asset_ptr(asset_ptr) -> Array(Name)?

Get the names of the collections that contain the given asset.

Parameters:asset_ptr (Object) – Asset to test.
Returns:Names of the collections that contain the asset.
Return type:Array(Name)
remove_asset_data_from_collection(name, asset_data) → bool?

Remove the given asset from the given collection.

Parameters:
  • name (Name) – Name of the collection to modify.
  • asset_data (AssetData) – Asset to remove.
Returns:

True if the collection was modified, false otherwise (see the output log for details on error).

Return type:

bool

remove_asset_datas_from_collection(name, asset_datas) → bool?

Remove the given assets from the given collection.

Parameters:
  • name (Name) – Name of the collection to modify.
  • asset_datas (Array(AssetData)) – Assets to remove.
Returns:

True if the collection was modified, false otherwise (see the output log for details on error).

Return type:

bool

remove_asset_from_collection(name, asset_path_name) → bool?

Remove the given asset from the given collection.

Parameters:
  • name (Name) – Name of the collection to modify.
  • asset_path_name (Name) – Asset to remove (its path name, eg) /Game/MyFolder/MyAsset.MyAsset).
Returns:

True if the collection was modified, false otherwise (see the output log for details on error).

Return type:

bool

remove_asset_ptr_from_collection(name, asset_ptr) → bool?

Remove the given asset from the given collection.

Parameters:
  • name (Name) – Name of the collection to modify.
  • asset_ptr (Object) – Asset to remove.
Returns:

True if the collection was modified, false otherwise (see the output log for details on error).

Return type:

bool

remove_asset_ptrs_from_collection(name, asset_ptrs) → bool?

Remove the given assets from the given collection.

Parameters:
  • name (Name) – Name of the collection to modify.
  • asset_ptrs (Array(Object)) – Assets to remove.
Returns:

True if the collection was modified, false otherwise (see the output log for details on error).

Return type:

bool

remove_assets_from_collection(name, asset_path_names) → bool?

Remove the given assets from the given collection.

Parameters:
  • name (Name) – Name of the collection to modify.
  • asset_path_names (Array(Name)) – Assets to remove (their path names, eg) /Game/MyFolder/MyAsset.MyAsset).
Returns:

True if the collection was modified, false otherwise (see the output log for details on error).

Return type:

bool

rename_collection(name, new_name) → bool?

Rename the given collection.

Parameters:
  • name (Name) – Name of the collection to rename.
  • new_name (Name) – Name to give to the collection.
Returns:

True if the collection was renamed, false otherwise (see the output log for details on error).

Return type:

bool

reparent_collection(name, new_parent_name) → bool?

Re-parent the given collection.

Parameters:
  • name (Name) – Name of the collection to re-parent.
  • new_parent_name (Name) – Name of the new parent collection, or None to have the collection become a root collection.
Returns:

True if the collection was renamed, false otherwise (see the output log for details on error).

Return type:

bool