UAssetManager::GetPrimaryAssetIdForObject
#include "Engine/AssetManager.h"
Access: public
Specifiers: virtualconst
Description
Checks whether the passed-in object is a registered primary asset and if so returns its id, otherwise returns an invalid FPrimaryAssetId.
Caveats & Gotchas
- • Check IsValid() on the returned FPrimaryAssetId — there's no separate success flag, an unregistered object just yields an invalid id.
- • Works by matching the object's outer package against registered asset paths, so a transient or PIE-duplicated object may not resolve even if its 'source' asset is registered.
Signature
virtual FPrimaryAssetId GetPrimaryAssetIdForObject(UObject* Object) const; Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Object | UObject* | Object to test, typically an already-loaded asset. | — |
Return Type
FPrimaryAssetId Example
Identify a loaded asset C++
FPrimaryAssetId Id = UAssetManager::Get().GetPrimaryAssetIdForObject(MyItemAsset);
if (Id.IsValid())
{
UE_LOG(LogTemp, Log, TEXT("Asset id: %s"), *Id.ToString());
} Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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