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UAssetManager::GetPrimaryAssetObject

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

Description

Gets the in-memory UObject for a primary asset id, returning nullptr if it isn't currently loaded. Works even if the asset wasn't explicitly loaded through the asset manager.

Caveats & Gotchas

  • Returns the Blueprint generated class object for Blueprint assets rather than a CDO or instance — check the returned type accordingly.
  • A templated overload, GetPrimaryAssetObject<AssetType>, casts the result for you and is usually more convenient than calling this raw UObject* version directly.

Signature

virtual UObject* GetPrimaryAssetObject(const FPrimaryAssetId& PrimaryAssetId) const;

Parameters

Name Type Description Default
PrimaryAssetId const FPrimaryAssetId& Type/name of the primary asset to look up.

Return Type

UObject*

Example

Fetch a loaded asset C++
if (UObject* Obj = UAssetManager::Get().GetPrimaryAssetObject(FPrimaryAssetId(TEXT("Item"), TEXT("Sword"))))
{
	// Asset is already in memory
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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