UEditorAssetLibrary::DoAssetsExist

Check if the assets exist in the Content Browser.

Windows
MacOS
Linux

References

Module

EditorScriptingUtilities

Header

/Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Public/EditorAssetLibrary.h

Include

#include "EditorAssetLibrary.h"

Source

/Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Private/EditorAssetLibrary.cpp

Syntax

[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset")
static bool DoAssetsExist
(
    const TArray< FString > & AssetPaths
)

Remarks

Check if the assets exist in the Content Browser.

Returns

True if they exist and it is valid.

Parameters

Parameter

Description

AssetPaths

Asset Path of the assets (that are not a level).

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