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API > API/Plugins > API/Plugins/EditorScriptingUtilities > API/Plugins/EditorScriptingUtilities/UEditorAssetLibrary
Description
Load an asset from the Content Browser. It will verify if the object is already loaded and only load it if it's necessary. Load operations
| Name | LoadAsset |
| 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 UObject * LoadAsset
(
const FString & AssetPath
)
Found or loaded asset.
Parameters
| Name | Remarks |
|---|---|
| AssetPath | Asset Path of the asset (that is not a level). |