UAssetManager::GetRedirectedAssetPath
#include "Engine/AssetManager.h"
Access: public
Specifiers: virtualconst
Description
Reads the Asset Manager settings for specifically redirected asset paths and returns the current path. Useful for converting older saved data that references assets by their pre-move path.
Caveats & Gotchas
- • This is a separate redirector list from GetRedirectedPrimaryAssetId — it operates on raw soft object paths, not Primary Asset Ids, so both may need to be checked when migrating save data.
- • Returns OldPath unchanged if no matching redirect entry exists, so callers should not assume the result differs from the input.
Signature
virtual FSoftObjectPath GetRedirectedAssetPath(const FSoftObjectPath& OldPath) const Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| OldPath | const FSoftObjectPath& | Soft object path that may have been redirected in Asset Manager settings. | — |
Return Type
FSoftObjectPath Example
Fix up a saved soft path on load C++
FSoftObjectPath SavedPath(TEXT("/Game/Old/BP_Sword.BP_Sword"));
FSoftObjectPath CurrentPath = UAssetManager::Get().GetRedirectedAssetPath(SavedPath); Version History
Introduced in: 4.22
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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