RealDocs

UAssetManager::GetPrimaryAssetPath

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

Description

Gets the FSoftObjectPath for a primary asset type and name, returning an invalid path if the asset isn't found.

Caveats & Gotchas

  • Always check IsValid() on the returned FSoftObjectPath — an invalid path is the only signal that the id wasn't found, there's no separate bool return.
  • This does not load the asset; it only resolves the registered path, so pass the result to LoadObject or the streamable manager to actually load it.

Signature

virtual FSoftObjectPath GetPrimaryAssetPath(const FPrimaryAssetId& PrimaryAssetId) const;

Parameters

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

Return Type

FSoftObjectPath

Example

Resolve path before loading C++
FSoftObjectPath Path = UAssetManager::Get().GetPrimaryAssetPath(FPrimaryAssetId(TEXT("Item"), TEXT("Sword")));
if (Path.IsValid())
{
	UObject* Loaded = Path.TryLoad();
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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