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UKismetSystemLibrary::GetSoftClassPath

function Engine Blueprint Since 4.16
#include "Kismet/KismetSystemLibrary.h"
Access: public Specifiers: staticUFUNCTIONBlueprintPure

Description

Returns the full path to the specified class as an FSoftClassPath, suitable for storing as a soft reference to load later.

Caveats & Gotchas

  • Returns an empty/invalid FSoftClassPath if Class is null.
  • The result is a struct with a path string, not a loaded pointer — you still need to call TryLoad() or LoadSynchronous() to resolve it.
  • Prefer GetClassTopLevelAssetPath for pure asset-identity comparisons; FSoftClassPath carries legacy long-package-name baggage that TopLevelAssetPath avoids.

Signature

static FSoftClassPath GetSoftClassPath(const UClass* Class)

Parameters

Name Type Description Default
Class const UClass* The class to convert into a soft reference.

Return Type

FSoftClassPath

Example

Store a class reference for later loading C++
FSoftClassPath SavedClassPath = UKismetSystemLibrary::GetSoftClassPath(AMyPawn::StaticClass());
// ... later, e.g. after a level reload ...
if (UClass* LoadedClass = SavedClassPath.TryLoadClass<AActor>())
{
    UE_LOG(LogTemp, Log, TEXT("Loaded class: %s"), *LoadedClass->GetName());
}

Version History

Introduced in: 4.16

Version Status Notes
5.6 stable

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