24 lines
862 B
C++
24 lines
862 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "DoesNNEAssetExist.h"
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#include "CoreMinimal.h"
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#include "NNEModelData.h"
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#include "AssetRegistry/AssetData.h"
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#include "AssetRegistry/AssetRegistryModule.h"
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bool DoesNNEAssetExist(const FString& InAssetPath)
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{
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// Get the asset registry module
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FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry");
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// Create a filter for the asset you want to check
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FARFilter AssetFilter;
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AssetFilter.PackagePaths.Add("/Game");
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AssetFilter.bRecursivePaths = true;
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AssetFilter.ClassPaths.Add(UNNEModelData::StaticClass()->GetClassPathName());
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AssetFilter.PackageNames.Add(FName(*InAssetPath));
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// Query the asset registry
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TArray<FAssetData> AssetData;
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AssetRegistryModule.Get().GetAssets(AssetFilter, AssetData);
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return AssetData.Num() > 0;
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}
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