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API > API/Plugins > API/Plugins/EditorScriptingUtilities > API/Plugins/EditorScriptingUtilities/UEditorAssetLibrary
References
| Module | EditorScriptingUtilities |
| Header | /Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Public/EditorAssetLibrary.h |
| Include | #include "EditorAssetLibrary.h" |
| Source | /Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Private/EditorAssetLibrary.cpp |
UFUNCTION&40;BlueprintCallable, Category&61;"Editor Scripting &124; Asset"&41;
static FString GetPathNameForLoadedAsset
&40;
UObject &42; LoadedAsset
&41;
Remarks
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 If valid, the asset Path of the loaded asset.
Parameters
| Name | Description |
|---|---|
| LoadedAsset | Loaded Asset that exist in the Content Browser. |