Blender V4.3
AssetWeakReference Struct Reference

#include <DNA_asset_types.h>

Public Attributes

char _pad [6]
 
short asset_library_type
 
const char * asset_library_identifier
 
const char * relative_asset_identifier
 

Detailed Description

Information to refer to an asset (may be stored in files) on a "best effort" basis. It should work well enough for many common cases, but can break. For example when the location of the asset changes, the available asset libraries in the Preferences change, an asset library is renamed, or when a file storing this is opened on a different system (with different Preferences).

It has two main components:

  • A reference to the asset library: The eAssetLibraryType and if that is not enough to identify the library, a library name (typically given by the user, but may change).
  • An identifier for the asset within the library: A relative path currently, which can break if the asset is moved. Could also be a unique key for a database for example.
Note
Needs freeing through the destructor, so either use a smart pointer or #MEM_delete() for explicit freeing.

Definition at line 161 of file DNA_asset_types.h.

Member Data Documentation

◆ _pad

char AssetWeakReference::_pad[6]

Definition at line 162 of file DNA_asset_types.h.

◆ asset_library_identifier

◆ asset_library_type

◆ relative_asset_identifier


The documentation for this struct was generated from the following file: