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UKismetSystemLibrary::GetStructTopLevelAssetPath

function Engine Blueprint Since 5.1
#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());

Version History

Introduced in: 5.1

Version Status Notes
5.6 stable

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