UKismetSystemLibrary::GetClassFromPrimaryAssetId
#include "Kismet/KismetSystemLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintPure
Description
Returns the Blueprint class associated with a Primary Asset Id. Only returns a valid class if it is already loaded into memory; this does not trigger a load.
Caveats & Gotchas
- • Returns null if the class asset has not been loaded yet — use the Asset Manager's async load functions first if you need a guaranteed result.
- • Only useful for Primary Asset Ids that point at a class asset (e.g. a Blueprint class registered as a Primary Asset); for regular object assets use GetObjectFromPrimaryAssetId instead.
Signature
static TSubclassOf<UObject> GetClassFromPrimaryAssetId(FPrimaryAssetId PrimaryAssetId) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| PrimaryAssetId | FPrimaryAssetId | The Primary Asset Id to look up. | — |
Return Type
TSubclassOf<UObject> Example
Resolve a loaded class C++
FPrimaryAssetId AssetId(FName("Character"), FName("Hero_Warrior"));
TSubclassOf<UObject> WarriorClass = UKismetSystemLibrary::GetClassFromPrimaryAssetId(AssetId);
if (WarriorClass)
{
UE_LOG(LogTemp, Log, TEXT("Resolved class: %s"), *WarriorClass->GetName());
} See Also
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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