UAssetManager::GetPrimaryAssetPathList
#include "Engine/AssetManager.h"
Access: public
Specifiers: virtualconst
Description
Gets the list of all FSoftObjectPaths registered for a given primary asset type, returning true if any were found.
Caveats & Gotchas
- • Paths returned are registry entries, not guaranteed-loaded objects — resolve or load them separately if you need the actual object.
- • Useful for bulk operations like cooking or building a load list without loading every asset up front.
Signature
virtual bool GetPrimaryAssetPathList(FPrimaryAssetType PrimaryAssetType, TArray<FSoftObjectPath>& AssetPathList) const; Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| PrimaryAssetType | FPrimaryAssetType | Primary asset type to enumerate. | — |
| AssetPathList | TArray<FSoftObjectPath>& | Out array filled with the soft object path of every registered asset of that type. | — |
Return Type
bool Example
Build a load list C++
TArray<FSoftObjectPath> ItemPaths;
UAssetManager::Get().GetPrimaryAssetPathList(FPrimaryAssetType(TEXT("Item")), ItemPaths);
for (const FSoftObjectPath& Path : ItemPaths)
{
UE_LOG(LogTemp, Log, TEXT("Item path: %s"), *Path.ToString());
} Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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