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API > API/Runtime > API/Runtime/AssetRegistry > API/Runtime/AssetRegistry/IAssetRegistry
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void GetSubPaths
(
const FString& InBasePath, |
Gets a list of all paths that are currently cached below the passed-in base path | AssetRegistry/IAssetRegistry.h |
|
void GetSubPaths
(
const FName& InBasePath, |
Gets a list of all paths by name that are currently cached below the passed-in base path | AssetRegistry/IAssetRegistry.h |
GetSubPaths(const FString &, TArray< FString > &, bool)
Description
Gets a list of all paths that are currently cached below the passed-in base path
| Name | GetSubPaths |
| Type | function |
| Header File | /Engine/Source/Runtime/AssetRegistry/Public/AssetRegistry/IAssetRegistry.h |
| Include Path | #include "AssetRegistry/IAssetRegistry.h" |
UFUNCTION (BlueprintCallable, BlueprintPure=false, Category="AssetRegistry")
void GetSubPaths
(
const FString & InBasePath,
TArray< FString > & OutPathList,
bool bInRecurse
) const
GetSubPaths(const FName &, TArray< FName > &, bool)
Description
Gets a list of all paths by name that are currently cached below the passed-in base path
| Name | GetSubPaths |
| Type | function |
| Header File | /Engine/Source/Runtime/AssetRegistry/Public/AssetRegistry/IAssetRegistry.h |
| Include Path | #include "AssetRegistry/IAssetRegistry.h" |
void GetSubPaths
(
const FName & InBasePath,
TArray< FName > & OutPathList,
bool bInRecurse
) const