UAssetManager::GetAssetBundleEntry
#include "Engine/AssetManager.h"
Access: public
Specifiers: virtualconst
Description
Returns the single FAssetBundleEntry matching the given scope and bundle name.
Caveats & Gotchas
- • Returns a default-constructed FAssetBundleEntry rather than an optional if no match exists — check the returned entry's fields, or use GetAssetBundleEntries, if you need a reliable existence test.
- • Bundle data must already be registered for BundleScope, which normally happens during asset scanning — calling this before the initial scan completes returns an empty entry.
Signature
virtual FAssetBundleEntry GetAssetBundleEntry(const FPrimaryAssetId& BundleScope, FName BundleName) const; Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| BundleScope | const FPrimaryAssetId& | Primary asset that owns the bundle data. | — |
| BundleName | FName | Name of the specific bundle to look up. | — |
Return Type
FAssetBundleEntry Example
Look up a specific bundle by name C++
UAssetManager& Manager = UAssetManager::Get();
FPrimaryAssetId AssetId(TEXT("Item"), TEXT("Sword"));
FAssetBundleEntry Entry = Manager.GetAssetBundleEntry(AssetId, TEXT("UI"));
if (Entry.BundleName != NAME_None)
{
// Entry.BundleAssets holds the paths for this bundle
} Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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