UAssetManager::GetAssetPathForData
#include "Engine/AssetManager.h"
Access: public
Specifiers: virtualconst
Description
Converts an FAssetData into an FSoftObjectPath, appending the _C suffix automatically when the asset is a Blueprint class.
Caveats & Gotchas
- • This is the inverse operation of GetAssetDataForPath, and the two should be used as a matched pair rather than constructing soft paths manually with string concatenation.
- • For non-Blueprint assets the returned path is just the object path already present in AssetData; the _C handling only matters for Blueprint generated classes.
Signature
virtual FSoftObjectPath GetAssetPathForData(const FAssetData& AssetData) const Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| AssetData | const FAssetData& | Asset registry entry to convert. | — |
Return Type
FSoftObjectPath Example
Convert asset data to a soft path C++
FSoftObjectPath Path = UAssetManager::Get().GetAssetPathForData(AssetData);
UE_LOG(LogTemp, Log, TEXT("Resolved path: %s"), *Path.ToString()); See Also
Tags
Version History
Introduced in: 4.22
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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