UKismetSystemLibrary::GetStructTopLevelAssetPath
#include "Kismet/KismetSystemLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintPure
Description
Returns the full path to the specified struct as an FTopLevelAssetPath, used by asset utilities and struct-serialization systems that need a stable identifier.
Caveats & Gotchas
- • Blueprint DisplayName is "Get Struct Path Name (Top Level Asset Path)".
- • Only accepts UScriptStruct — plain C++ structs without USTRUCT() reflection can't be passed in.
- • Returns an invalid path if Struct is null.
Signature
static FTopLevelAssetPath GetStructTopLevelAssetPath(const UScriptStruct* Struct) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Struct | const UScriptStruct* | The struct to get the path name of. | — |
Return Type
FTopLevelAssetPath Example
Get a stable identifier for a user-defined struct C++
FTopLevelAssetPath StructPath = UKismetSystemLibrary::GetStructTopLevelAssetPath(FMyGameData::StaticStruct());
UE_LOG(LogTemp, Log, TEXT("Struct path: %s"), *StructPath.ToString()); See Also
Tags
Version History
Introduced in: 5.1
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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