UAssetManager::GetAssetBundleEntries
#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());
}
} Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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