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UAssetManager::GetPrimaryAssetIdList

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

Description

Gets the list of all FPrimaryAssetId values registered for a given primary asset type, returning true if any were found.

Caveats & Gotchas

  • This is the most direct way to enumerate every asset of a type by id — prefer it over GetPrimaryAssetDataList when you don't need full FAssetData.
  • The Filter parameter can silently return an empty list even when assets of that type exist, if none match the requested load state.

Signature

virtual bool GetPrimaryAssetIdList(FPrimaryAssetType PrimaryAssetType, TArray<FPrimaryAssetId>& PrimaryAssetIdList, EAssetManagerFilter Filter = EAssetManagerFilter::Default) const;

Parameters

Name Type Description Default
PrimaryAssetType FPrimaryAssetType Primary asset type to enumerate.
PrimaryAssetIdList TArray<FPrimaryAssetId>& Out array filled with the ids of every registered asset of that type.
Filter EAssetManagerFilter Optional filter to restrict results, e.g. to only unloaded or only loaded assets. EAssetManagerFilter::Default

Return Type

bool

Example

Enumerate ids of a type C++
TArray<FPrimaryAssetId> ItemIds;
UAssetManager::Get().GetPrimaryAssetIdList(FPrimaryAssetType(TEXT("Item")), ItemIds);
for (const FPrimaryAssetId& Id : ItemIds)
{
	UE_LOG(LogTemp, Log, TEXT("Item: %s"), *Id.ToString());
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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