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UAssetManager::GetSettings

function Engine Since unknown
#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());
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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