UAssetManager::GetPrimaryAssetObjectList
#include "Engine/AssetManager.h"
Access: public
Specifiers: virtualconst
Description
Gets the list of all currently loaded objects for a primary asset type. Returns Blueprint classes for Blueprint assets rather than instances.
Caveats & Gotchas
- • Only assets currently in memory are returned — unloaded assets of the requested type are silently skipped, not reported as an error.
- • Returns true if any were found, so an empty ObjectList with a true return means nothing of that type happens to be loaded right now, not that the type is invalid.
Signature
virtual bool GetPrimaryAssetObjectList(FPrimaryAssetType PrimaryAssetType, TArray<UObject*>& ObjectList) const; Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| PrimaryAssetType | FPrimaryAssetType | Primary asset type to enumerate. | — |
| ObjectList | TArray<UObject*>& | Out array filled with the currently loaded objects for that type. | — |
Return Type
bool Example
Iterate loaded assets of a type C++
TArray<UObject*> LoadedItems;
if (UAssetManager::Get().GetPrimaryAssetObjectList(FPrimaryAssetType(TEXT("Item")), LoadedItems))
{
UE_LOG(LogTemp, Log, TEXT("%d items currently loaded"), LoadedItems.Num());
} Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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