UKismetSystemLibrary::GetSoftObjectPath
#include "Kismet/KismetSystemLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintPure
Description
Returns the full path to the specified object as an FSoftObjectPath, suitable for storing and later resolving asynchronously via the asset system.
Caveats & Gotchas
- • For a world-placed actor or other non-asset object, the returned path is only valid while that object exists in the current world — it's not a stable reference you can save to disk and resolve after the level is reloaded, unlike a path to a persistent asset.
- • Passing a null Object constructs an empty FSoftObjectPath rather than erroring; check IsValid() on the result if you need to distinguish that case.
Signature
static FSoftObjectPath GetSoftObjectPath(const UObject* Object) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Object | const UObject* | The object to get a soft path for. | — |
Return Type
FSoftObjectPath Example
Capture a soft reference to an asset object C++
FSoftObjectPath Path = UKismetSystemLibrary::GetSoftObjectPath(MyTexture);
TSoftObjectPtr<UTexture2D> SoftRef(Path); Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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