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UAssetManager::RemoveScanPathsForPrimaryAssets

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

Description

Removes primary assets found under the given paths from the asset directory, undoing a prior ScanPathsForPrimaryAssets call. Does not delete the underlying asset files.

Caveats & Gotchas

  • Removes directory entries only — it does not delete or unload the underlying asset files or objects.
  • Paths, BaseClass, and bHasBlueprintClasses must match what was originally passed to ScanPathsForPrimaryAssets or the matching assets won't be found for removal.

Signature

virtual void RemoveScanPathsForPrimaryAssets(FPrimaryAssetType PrimaryAssetType, const TArray<FString>& Paths, UClass* BaseClass, bool bHasBlueprintClasses, bool bIsEditorOnly = false);

Parameters

Name Type Description Default
PrimaryAssetType FPrimaryAssetType Type the assets were originally scanned under.
Paths const TArray<FString>& File system paths whose scanned assets should be removed.
BaseClass UClass* Base class used in the original scan; must match to find the entries.
bHasBlueprintClasses bool Must match the value passed to the original scan call.
bIsEditorOnly bool Must match the value passed to the original scan call. false

Return Type

void

Example

Undoing a previous scan C++
TArray<FString> Paths = { TEXT("/Game/Items") };
UAssetManager::Get().RemoveScanPathsForPrimaryAssets(
	FPrimaryAssetType("Item"),
	Paths,
	UItemDefinition::StaticClass(),
	/*bHasBlueprintClasses=*/ false);

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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