UAssetManager::GetSettings
#include "Engine/AssetManager.h"
Access: public
Specifiers: const
Description
Returns the project's Asset Manager settings object, sourced from the Asset Manager section of Project Settings / DefaultGame.ini.
Caveats & Gotchas
- • Returns the config-backed CDO, not a live-editable runtime object — mutating fields on the returned reference won't persist and can produce inconsistent behavior between calls.
- • Reflects whatever was in config at engine startup; changes made to DefaultGame.ini afterward require a config reload to show up here.
Signature
const UAssetManagerSettings& GetSettings() const Return Type
const UAssetManagerSettings& Example
Enumerate configured primary asset types C++
const UAssetManagerSettings& Settings = UAssetManager::Get().GetSettings();
for (const FPrimaryAssetTypeInfo& TypeInfo : Settings.PrimaryAssetTypesToScan)
{
UE_LOG(LogTemp, Log, TEXT("Scanning type: %s"), *TypeInfo.PrimaryAssetType.ToString());
} Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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