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API > API/Runtime > API/Runtime/AssetRegistry > API/Runtime/AssetRegistry/IAssetRegistry
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAssetData GetAssetByObjectPath
(
const FName ObjectPath, |
AssetRegistry/IAssetRegistry.h |
|
|
FAssetData GetAssetByObjectPath
(
const FSoftObjectPath& ObjectPath, |
Gets the asset data for the specified object path | AssetRegistry/IAssetRegistry.h |
GetAssetByObjectPath(const FName, bool)
| Name | GetAssetByObjectPath |
| Type | function |
| Header File | /Engine/Source/Runtime/AssetRegistry/Public/AssetRegistry/IAssetRegistry.h |
| Include Path | #include "AssetRegistry/IAssetRegistry.h" |
UFUNCTION (BlueprintCallable, BlueprintPure=false, Category="AssetRegistry",
Meta=(DeprecatedFunction="Note", DeprecationMessage="Use other version that takes a SoftObjectPath"))
FAssetData GetAssetByObjectPath
(
const FName ObjectPath,
bool bIncludeOnlyOnDiskAssets
) const
GetAssetByObjectPath(const FSoftObjectPath &, bool, bool)
Description
Gets the asset data for the specified object path
| Name | GetAssetByObjectPath |
| Type | function |
| Header File | /Engine/Source/Runtime/AssetRegistry/Public/AssetRegistry/IAssetRegistry.h |
| Include Path | #include "AssetRegistry/IAssetRegistry.h" |
FAssetData GetAssetByObjectPath
(
const FSoftObjectPath & ObjectPath,
bool bIncludeOnlyOnDiskAssets,
bool bSkipARFilteredAssets
) const
the assets data;Will be invalid if object could not be found
Parameters
| Name | Remarks |
|---|---|
| ObjectPath | the path of the object to be looked up |
| bIncludeOnlyOnDiskAssets | If true, use only DiskGatheredData, do not calculate from UObjects. |
| bSkipARFilteredAssets | If true, skips Objects that return true for IsAsset but are not assets in the current platform. |
See Also
- IAssetRegistry class header for bIncludeOnlyOnDiskAssets.