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UAssetManager::GetAssetBundleEntries

function Engine Since unknown
#include "Engine/AssetManager.h"
Access: public Specifiers: virtualconst

Description

Appends every FAssetBundleEntry registered under BundleScope to OutEntries, covering all bundles defined on that primary asset at once.

Caveats & Gotchas

  • Entries are appended, not assigned — clear OutEntries yourself first if you're calling this in a loop across multiple scopes.
  • Returns false and leaves OutEntries untouched if BundleScope has no registered bundle data.

Signature

virtual bool GetAssetBundleEntries(const FPrimaryAssetId& BundleScope, TArray<FAssetBundleEntry>& OutEntries) const;

Parameters

Name Type Description Default
BundleScope const FPrimaryAssetId& Primary asset that owns the bundle data.
OutEntries TArray<FAssetBundleEntry>& Array that matching entries are appended to.

Return Type

bool

Example

List all bundles defined on a primary asset C++
UAssetManager& Manager = UAssetManager::Get();
FPrimaryAssetId AssetId(TEXT("Item"), TEXT("Sword"));
TArray<FAssetBundleEntry> Entries;
if (Manager.GetAssetBundleEntries(AssetId, Entries))
{
	for (const FAssetBundleEntry& Entry : Entries)
	{
		UE_LOG(LogTemp, Log, TEXT("Bundle %s has %d assets"), *Entry.BundleName.ToString(), Entry.BundleAssets.Num());
	}
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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