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UKismetSystemLibrary::GetPrimaryAssetsWithBundleState

function Engine Blueprint Since unknown
#include "Kismet/KismetSystemLibrary.h"
Access: public Specifiers: staticUFUNCTIONBlueprintCallable

Description

Returns every Primary Asset currently loaded with a matching set of bundles. RequiredBundles must be specified; ExcludedBundles and ValidTypes further narrow the results.

Caveats & Gotchas

  • This scans all currently-loaded Primary Assets, so it can be relatively expensive with a large asset registry — avoid calling it every frame.
  • ExcludedBundles and ValidTypes use AutoCreateRefTerm in Blueprint, so leaving those pins unconnected passes empty arrays (meaning "no exclusion" / "any type"), not an error.

Signature

static void GetPrimaryAssetsWithBundleState(const TArray<FName>& RequiredBundles, const TArray<FName>& ExcludedBundles, const TArray<FPrimaryAssetType>& ValidTypes, bool bForceCurrentState, TArray<FPrimaryAssetId>& OutPrimaryAssetIdList)

Parameters

Name Type Description Default
RequiredBundles const TArray<FName>& Bundle names that must all be loaded for an asset to be included.
ExcludedBundles const TArray<FName>& If non-empty, assets currently loaded in any of these bundle states are excluded from the result.
ValidTypes const TArray<FPrimaryAssetType>& If non-empty, only assets of these Primary Asset Types are considered.
bForceCurrentState bool If true, uses the current bundle state even if a load for the asset is still in progress.
OutPrimaryAssetIdList TArray<FPrimaryAssetId>& Filled with the Primary Asset Ids matching the bundle filters.

Return Type

void

Example

Find all items with their UI bundle loaded C++
TArray<FPrimaryAssetId> Matches;
UKismetSystemLibrary::GetPrimaryAssetsWithBundleState(
	{ FName("UI") },
	TArray<FName>(),
	{ FPrimaryAssetType(TEXT("Item")) },
	/*bForceCurrentState=*/false,
	Matches);

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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