UAssetManager::Get
#include "Engine/AssetManager.h"
Access: public
Specifiers: static
Description
Returns the current global AssetManager singleton. This is the standard entry point for calling any AssetManager functionality from gameplay code.
Caveats & Gotchas
- • Will fatal-assert (crash) if called before the AssetManager singleton has been constructed — check IsInitialized() first if there's any chance you're running before UEngine::InitializeObjectReferences.
- • Returns a reference to the base UAssetManager class unless the project overrides AssetManagerClassName in its settings; cast to your game-specific subclass to access custom functionality.
- • Replaces the deprecated static GetIfValid(); use GetIfInitialized() instead if you need a null-safe accessor.
Signature
static UAssetManager& Get(); Return Type
UAssetManager& Example
Accessing the singleton C++
UAssetManager& AssetManager = UAssetManager::Get();
AssetManager.LoadPrimaryAsset(FPrimaryAssetId("Weapon", "Rifle")); Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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