UAssetManager::GetAssetSearchRoots
#include "Engine/AssetManager.h"
Access: public
Specifiers: const
Description
Returns all registered game asset search roots, including /Game by default plus any added dynamically via AddAssetSearchRoot.
Caveats & Gotchas
- • The returned reference is to internal state — copy it if you need to keep the list beyond the current scope.
- • Passing bIncludeDefaultRoots=false returns only the dynamically registered roots, which is often empty in projects that never call AddAssetSearchRoot.
Signature
const TArray<FString>& GetAssetSearchRoots(bool bIncludeDefaultRoots = true) const; Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| bIncludeDefaultRoots | bool | If true, includes /Game and other built-in default roots alongside any dynamically added ones. | true |
Return Type
const TArray<FString>& Example
List current search roots C++
for (const FString& Root : UAssetManager::Get().GetAssetSearchRoots())
{
UE_LOG(LogTemp, Log, TEXT("Asset root: %s"), *Root);
} Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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