UAssetManager::GetPrimaryAssetIdForPackage
#include "Engine/AssetManager.h"
Access: public
Specifiers: virtualconst
Description
Checks whether the given package has a registered primary asset id, useful when only the package name is available rather than a full object path.
Caveats & Gotchas
- • Package names lack the object subpath (the `.AssetName` suffix), so this only works when the primary asset id maps directly onto a package rather than a sub-object within it.
- • Returns an invalid FPrimaryAssetId if the package isn't registered — always check IsValid() before using the result.
Signature
virtual FPrimaryAssetId GetPrimaryAssetIdForPackage(FName PackagePath) const; Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| PackagePath | FName | Package path to test, e.g. from FAssetData::PackageName. | — |
Return Type
FPrimaryAssetId Example
Identify from a package name C++
FPrimaryAssetId Id = UAssetManager::Get().GetPrimaryAssetIdForPackage(FName(TEXT("/Game/Items/Sword"))); Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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