UAssetManager::SearchAssetRegistryPaths
#include "Engine/AssetManager.h"
Access: public
Specifiers: virtualconst
Description
Helper that searches the asset registry for AssetData matching the given FAssetManagerSearchRules, combining directory scope, wildcard patterns, and base class filtering. Returns the number of matches found.
Caveats & Gotchas
- • Rules.AssetScanPaths directories must already have been scanned by the asset registry (via ScanPathsSynchronous or a prior full scan) or matching assets simply won't be found, with no error raised.
- • Rules.bHasBlueprintClasses must be set correctly to match Blueprint assets — it changes how the base class filter is applied against the ParentClass tag rather than the asset's own class.
Signature
virtual int32 SearchAssetRegistryPaths(TArray<FAssetData>& OutAssetDataList, const FAssetManagerSearchRules& Rules) const Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| OutAssetDataList | TArray<FAssetData>& | Filled with every asset matching Rules. | — |
| Rules | const FAssetManagerSearchRules& | Search paths, include/exclude wildcard patterns, and base class filter to apply. | — |
Return Type
int32 Example
Search for all item Blueprints under a folder C++
FAssetManagerSearchRules Rules;
Rules.AssetScanPaths.Add(TEXT("/Game/Items"));
Rules.AssetBaseClass = AItem::StaticClass();
Rules.bHasBlueprintClasses = true;
TArray<FAssetData> Results;
int32 NumFound = UAssetManager::Get().SearchAssetRegistryPaths(Results, Rules); Tags
Version History
Introduced in: 4.22
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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