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UAssetManager::GetPrimaryAssetData

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

Description

Gets the FAssetData for a primary asset with the specified type/name. Only works for assets that have already been scanned.

Caveats & Gotchas

  • Returns false and leaves AssetData untouched if the type hasn't been scanned yet or the name isn't registered — this is not an error condition, just check the return value.
  • Does not load the asset; it only returns registry metadata, so the asset may still be unloaded after this call.

Signature

virtual bool GetPrimaryAssetData(const FPrimaryAssetId& PrimaryAssetId, FAssetData& AssetData) const;

Parameters

Name Type Description Default
PrimaryAssetId const FPrimaryAssetId& Type/name of the primary asset to look up.
AssetData FAssetData& Out parameter filled with the asset registry data if found.

Return Type

bool

Example

Look up asset metadata C++
FAssetData AssetData;
if (UAssetManager::Get().GetPrimaryAssetData(FPrimaryAssetId(TEXT("Item"), TEXT("Sword")), AssetData))
{
	UE_LOG(LogTemp, Log, TEXT("Found asset: %s"), *AssetData.PackageName.ToString());
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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