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UAssetManager::GetPrimaryAssetTypeInfo

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

Description

Gets metadata for a specific primary asset type, returning false if that type hasn't been registered.

Caveats & Gotchas

  • Types are normally registered from the Primary Asset Types Rules list in project settings or via calls to ScanPathsForPrimaryAssets — a typo in the type name is a common cause of this returning false.
  • AssetTypeInfo is left unmodified when the type isn't found, so don't assume it's zeroed out on failure.

Signature

virtual bool GetPrimaryAssetTypeInfo(FPrimaryAssetType PrimaryAssetType, FPrimaryAssetTypeInfo& AssetTypeInfo) const;

Parameters

Name Type Description Default
PrimaryAssetType FPrimaryAssetType Primary asset type to look up metadata for.
AssetTypeInfo FPrimaryAssetTypeInfo& Out parameter filled with the type's registered metadata (base class, scan paths, rules, etc.) if found.

Return Type

bool

Example

Check a type's base class C++
FPrimaryAssetTypeInfo TypeInfo;
if (UAssetManager::Get().GetPrimaryAssetTypeInfo(FPrimaryAssetType(TEXT("Item")), TypeInfo))
{
	UE_LOG(LogTemp, Log, TEXT("Item base class: %s"), *TypeInfo.AssetBaseClassLoaded->GetName());
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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