UKismetSystemLibrary::GetSystemPath
#include "Kismet/KismetSystemLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintPure
Description
Returns the full file system path to the .uasset/.umap file backing the specified object, as an absolute OS path.
Caveats & Gotchas
- • Returns an empty string for any object that is not itself an asset (Object->IsAsset() must be true) — this will not resolve a path for a world-placed actor, a component, or a transient object.
- • The returned path only exists on the machine running this code; it is meaningless to send this string over the network or use it to identify an asset for another player/build.
Signature
static FString GetSystemPath(const UObject* Object) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Object | const UObject* | The object to resolve a file system path for. | — |
Return Type
FString Example
Locate an asset's file on disk C++
FString DiskPath = UKismetSystemLibrary::GetSystemPath(MyStaticMesh);
// e.g. "C:/MyProject/Content/Meshes/SM_Prop.uasset", or "" if MyStaticMesh isn't an asset Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?