Indicates that this class is allowed to store data in a configuration file (.ini). If there are any class properties declared with the config or globalconfig Specifiers, this Specifier causes those properties to be stored in the named configuration file. This Specifier is propagated to all child classes and cannot be negated, but child classes can change the config file by re-declaring the config Specifier and providing a different ConfigName. Common ConfigName values are “Engine”, “Editor”, “Input”, and “Game”.
The Asset Registry is an editor subsystem which gathers information about unloaded assets asynchronously as the editor loads. This information is stored in memory so the editor can create lists of assets without loading them. The information is authoritative and is kept up to date automatically as assets are changed in memory or files are changed on disk. The Content Browser is the primary consumer for this system, but it may be used anywhere in editor code.
To understand what asset registry is you need to understand what asset is in technical term.
Asset is a UObject that can be dumped down to file (uasset package) and can be loaded back to the memory from that file and in is mainly used to store game resources, when you load them they are avable in memory as UObject objects like UBlueprint, UTexture2D, USkeletalMesh. USoundWave and so on. Every type of asset you see in content browser has corresponding class and each asset you see in “content Browser” is a UObject that is in memory or can be loaded in memory.
As assets are UObjects normally you would seek them out from reflection system. But because assets exists also on files and don’t need to be loaded to memory all the time when they are unused (they would just waste memory space), there need to be object that needs to keep track of them regardless if they are loaded or not. Searching them in reflection system is pointless if they are not loaded first. And that what AsssetRegistry is. it allows you to list out assets, get there regestry entry (FAssetData) and load them up, it also a to more optimized way to seek assets that are loaded already, as well as edit there registry information. And yes “Content Browser” in reality is Asset Registry explorer and it mainly use AssetRegistry to list and edit assets in there. It also provides event delegates which let you track live any changes done to asset registry.
Best way to just look in API refrence to see what function it gives:
Assets in registry are stored in paths (which you see as folder structure in content browser), if you want to request specific asset you need to know path for it (you can get it by right clicking asset and clicking Copy Reference). but you can also whole sets of assets using diffrent identificators. for example you can get all assets of specific class (class name as name if the asset class without U prefix: