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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UAssetManager
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UObject * GetPrimaryAssetObject
(
const FPrimaryAssetId& PrimaryAssetId |
Gets the in-memory UObject for a primary asset id, returning nullptr if it's not in memory. | Engine/AssetManager.h | |
AssetType * GetPrimaryAssetObject
(
const FPrimaryAssetId& PrimaryAssetId |
Templated versions of above | Engine/AssetManager.h |
GetPrimaryAssetObject(const FPrimaryAssetId &)
Description
Gets the in-memory UObject for a primary asset id, returning nullptr if it's not in memory. Will return blueprint class for blueprint assets. This works even if the asset wasn't loaded explicitly
| Name | GetPrimaryAssetObject |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/AssetManager.h |
| Include Path | #include "Engine/AssetManager.h" |
| Source | /Engine/Source/Runtime/Engine/Private/AssetManager.cpp |
virtual UObject * GetPrimaryAssetObject
(
const FPrimaryAssetId & PrimaryAssetId
) const
GetPrimaryAssetObject(const FPrimaryAssetId &)
Description
Templated versions of above
| Name | GetPrimaryAssetObject |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/AssetManager.h |
| Include Path | #include "Engine/AssetManager.h" |
template<class AssetType>
AssetType * GetPrimaryAssetObject
(
const FPrimaryAssetId & PrimaryAssetId
) const