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UAssetManager::GetPrimaryAssetDataList

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

Description

Gets the list of all FAssetData for every primary asset registered under a given type.

Caveats & Gotchas

  • Returns false if the type is unknown or no assets of that type were found — AssetDataList is left unmodified in that case.
  • Results reflect only assets scanned so far; assets added at runtime after the initial scan won't appear unless rescanned.

Signature

virtual bool GetPrimaryAssetDataList(FPrimaryAssetType PrimaryAssetType, TArray<FAssetData>& AssetDataList) const;

Parameters

Name Type Description Default
PrimaryAssetType FPrimaryAssetType Primary asset type to enumerate.
AssetDataList TArray<FAssetData>& Out array appended with the FAssetData for every registered asset of that type.

Return Type

bool

Example

Enumerate all items C++
TArray<FAssetData> ItemAssets;
if (UAssetManager::Get().GetPrimaryAssetDataList(FPrimaryAssetType(TEXT("Item")), ItemAssets))
{
	UE_LOG(LogTemp, Log, TEXT("Found %d items"), ItemAssets.Num());
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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