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UAssetManager::GetPrimaryAssetPathList

function Engine Since unknown
#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());
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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