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UAssetManager::ScanPathsSynchronous

function Engine Since 4.22
#include "Engine/AssetManager.h"
Access: public Specifiers: virtualconst

Description

Requests that the asset registry synchronously scan a list of directories or specific assets, blocking until the scan completes.

Caveats & Gotchas

  • Blocks the calling thread until the scan finishes — calling this on large directories at runtime can cause a noticeable hitch, so prefer scanning known folders during initialization rather than mid-gameplay.
  • In cooked builds the asset registry may already be fully populated from a pre-built cache, making this a no-op for paths already covered by that cache.

Signature

virtual void ScanPathsSynchronous(const TArray<FString>& PathsToScan) const

Parameters

Name Type Description Default
PathsToScan const TArray<FString>& Directories or individual asset paths to force a synchronous asset registry scan on.

Return Type

void

Example

Force a directory scan before searching it C++
TArray<FString> Paths;
Paths.Add(TEXT("/Game/DLC/Items"));
UAssetManager::Get().ScanPathsSynchronous(Paths);

Version History

Introduced in: 4.22

Version Status Notes
5.6 stable

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