UKismetSystemLibrary::GetObjectFromPrimaryAssetId
#include "Kismet/KismetSystemLibrary.h"
Access: public
Specifiers: staticBlueprintPure
Description
Returns the object associated with a Primary Asset Id, but only if it is already loaded in memory — this does not load the asset.
Caveats & Gotchas
- • Returns null if the asset isn't currently loaded; use the Asset Manager's LoadPrimaryAsset (or an async load) first if you need to guarantee it's available.
- • Requires the Asset Manager to know about this Primary Asset Id (i.e. it must be registered via the Primary Asset rules in project settings) — unregistered IDs also return null.
- • This is a pure/BlueprintPure query with no loading side effects, so it's safe to call every frame without triggering I/O.
Signature
static UObject* GetObjectFromPrimaryAssetId(FPrimaryAssetId PrimaryAssetId) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| PrimaryAssetId | FPrimaryAssetId | The Primary Asset Id to look up. | — |
Return Type
UObject* Example
Get an already-loaded asset by its Primary Asset Id C++
FPrimaryAssetId AssetId(TEXT("Weapon"), TEXT("Sword"));
UObject* WeaponAsset = UKismetSystemLibrary::GetObjectFromPrimaryAssetId(AssetId);
if (WeaponAsset)
{
// Asset was already resident in memory
} Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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