UEditorAssetLibrary::DoesAssetExist

Check if the asset exists 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 DoesAssetExist
(
    const FString & AssetPath
)

Remarks

Check if the asset exists in the Content Browser.

Returns

True if it does exist and it is valid.

Parameters

Parameter

Description

AssetPath

Asset Path of the asset (that is not a level).

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