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API > API/Plugins > API/Plugins/EditorScriptingUtilities > API/Plugins/EditorScriptingUtilities/UEditorAssetLibrary
Description
Return a valid AssetPath for a loaded asset. The asset need to be a valid asset in the Content Browser. Similar to GetPathName(). The format will be: /Game/MyFolder/MyAsset.MyAsset
| Name | GetPathNameForLoadedAsset |
| Type | function |
| Header File | /Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Public/EditorAssetLibrary.h |
| Include Path | #include "EditorAssetLibrary.h" |
| Source | /Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Private/EditorAssetLibrary.cpp |
UFUNCTION (BlueprintCallable, Category="Editor Scripting | Asset")
static FString GetPathNameForLoadedAsset
(
UObject * LoadedAsset
)
If valid, the asset Path of the loaded asset.
Parameters
| Name | Remarks |
|---|---|
| LoadedAsset | Loaded Asset that exist in the Content Browser. |