UAssetManager::RegisterSpecificPrimaryAsset
#include "Engine/AssetManager.h"
Access: public
Specifiers: virtual
Description
Manually registers a new or updated Primary Asset outside of the normal directory-scan flow. Returns true if registration succeeded.
Caveats & Gotchas
- • Intended for assets that exist outside the configured Primary Asset scan directories (e.g. dynamically generated or runtime-created assets) — assets under normal scan paths get registered automatically and don't need this.
- • Not const, since it mutates the Asset Manager's internal Primary Asset registry — calling it from a const context requires going through a non-const accessor.
- • Does not itself check DoesAssetMatchSearchRules; the caller is responsible for ensuring the asset data and ID are consistent before registering.
Signature
virtual bool RegisterSpecificPrimaryAsset(const FPrimaryAssetId& PrimaryAssetId, const FAssetData& NewAssetData) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| PrimaryAssetId | const FPrimaryAssetId& | ID to register or update the asset under. | — |
| NewAssetData | const FAssetData& | Asset registry data for the asset being registered. | — |
Return Type
bool Example
Register a runtime-generated asset C++
FPrimaryAssetId NewId(FPrimaryAssetType("GeneratedItem"), FName("RuntimeSword_01"));
bool bRegistered = UAssetManager::Get().RegisterSpecificPrimaryAsset(NewId, GeneratedAssetData); Tags
Version History
Introduced in: 4.22
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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