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UKismetSystemLibrary::MakeTopLevelAssetPath

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

Description

Builds an FTopLevelAssetPath from either a single full path string or a separate package name and asset name. FTopLevelAssetPath is the lightweight, name-based identifier used by asset registry and class-lookup APIs.

Caveats & Gotchas

  • If AssetName is empty, PackageName is parsed as a full "/Path/Package.Asset" string; if AssetName is non-empty, PackageName is treated as just the package portion.
  • Unlike FSoftObjectPath, FTopLevelAssetPath has no sub-object path support — it can only reference top-level assets, not nested objects within a package.
  • No validation is performed here; passing a malformed string produces an FTopLevelAssetPath that will simply fail to resolve later.

Signature

static ENGINE_API FTopLevelAssetPath MakeTopLevelAssetPath(UPARAM(DisplayName="FullPathOrPackageName") const FString& PackageName, const FString& AssetName)

Parameters

Name Type Description Default
PackageName const FString& Either the full package path (e.g. /Game/MyAsset.MyAsset) or just the package name if AssetName is also supplied.
AssetName const FString& The asset name within the package. Can be empty if PackageName already contains the full path.

Return Type

FTopLevelAssetPath

Example

Build a path from a full string C++
FTopLevelAssetPath Path = UKismetSystemLibrary::MakeTopLevelAssetPath(TEXT("/Game/Blueprints/BP_Enemy.BP_Enemy_C"), TEXT(""));

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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