unreal.TopLevelAssetPath

class unreal.TopLevelAssetPath(package_name: str = '', asset_name: str = '')

Bases: StructBase

  • A struct that can reference a top level asset such as ‘/Path/To/Package.AssetName’

  • Stores two FNames internally to avoid

    1. storing a concatenated FName that bloats global FName storage

    1. storing an empty FString for a subobject path as FSoftObjectPath allows

  • Can also be used to reference the package itself in which case the second name is NAME_None

  • and the object resolves to the string /Path/To/Package

C++ Source:

  • Module: CoreUObject

  • File: TopLevelAssetPath.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_name (Name): [Read-Write] Name of the asset within the package e.g. ‘AssetName’

  • package_name (Name): [Read-Write] Name of the package containing the asset e.g. /Path/To/Package

property asset_name: Name

[Read-Write] Name of the asset within the package e.g. ‘AssetName’

Type:

(Name)

property package_name: Name

[Read-Write] Name of the package containing the asset e.g. /Path/To/Package

Type:

(Name)