UAssetManager::ScanPathForPrimaryAssets
#include "Engine/AssetManager.h"
Access: public
Specifiers: virtual
Description
Single-path convenience wrapper around ScanPathsForPrimaryAssets.
Caveats & Gotchas
- • Internally just wraps Path in a single-element TArray and forwards to ScanPathsForPrimaryAssets — prefer the plural overload directly if you're scanning more than one path.
- • Same asset registry cache caveat as ScanPathsForPrimaryAssets applies in cooked builds.
Signature
virtual int32 ScanPathForPrimaryAssets(FPrimaryAssetType PrimaryAssetType, const FString& Path, UClass* BaseClass, bool bHasBlueprintClasses, bool bIsEditorOnly = false, bool bForceSynchronousScan = true); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| PrimaryAssetType | FPrimaryAssetType | Type to assign to any matching assets found. | — |
| Path | const FString& | Single file system path to scan. | — |
| BaseClass | UClass* | Base class assets must derive from to be included; others are skipped. | — |
| bHasBlueprintClasses | bool | True if the scanned assets are Blueprints subclassing BaseClass rather than base UObject assets. | — |
| bIsEditorOnly | bool | If true, only scans in editor builds and does not persist into the asset registry. | false |
| bForceSynchronousScan | bool | If true, scans the disk synchronously; otherwise waits for the asset registry scan to complete. | true |
Return Type
int32 Example
Scanning a single folder C++
int32 NumFound = UAssetManager::Get().ScanPathForPrimaryAssets(
FPrimaryAssetType("Item"),
TEXT("/Game/Items"),
UItemDefinition::StaticClass(),
/*bHasBlueprintClasses=*/ false); Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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