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UAssetManager::GetPackageManagers

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

Description

Returns every primary asset that manages a package in any way, whether through chunk assignment or cook inclusion. A simpler overload taking a TSet<FPrimaryAssetId>& (keys only) is also available when you don't need the dependency property.

Caveats & Gotchas

  • This is a superset of GetPackageCookRuleManagers, since chunk-assignment management doesn't necessarily imply cook inclusion — don't assume every manager returned here affects whether the package cooks.
  • This calls into a protected GetPackageManagersInternal helper; if you need to distinguish cook-rule references specifically, use GetPackageCookRuleManagers instead rather than trying to filter this result yourself.

Signature

virtual bool GetPackageManagers(FName PackageName, bool bRecurseToParents, TMap<FPrimaryAssetId, UE::AssetRegistry::EDependencyProperty>& Managers) const;

Parameters

Name Type Description Default
PackageName FName Package to find managers for.
bRecurseToParents bool If true, also walks up to managers of parent packages that reference this one indirectly.
Managers TMap<FPrimaryAssetId, UE::AssetRegistry::EDependencyProperty>& Out map of managing primary assets to the dependency property describing the reference.

Return Type

bool

Example

Find every primary asset that manages a package C++
UAssetManager& Manager = UAssetManager::Get();
TMap<FPrimaryAssetId, UE::AssetRegistry::EDependencyProperty> Managers;
if (Manager.GetPackageManagers(TEXT("/Game/Items/Sword"), /*bRecurseToParents=*/false, Managers))
{
	UE_LOG(LogTemp, Log, TEXT("%d primary assets manage this package"), Managers.Num());
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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