UEditorAssetLibrary::GetPathNameForLoadedAsset

Return a valid AssetPath for a loaded asset.

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 FString GetPathNameForLoadedAsset
(
    UObject * LoadedAsset
)

Remarks

Return a valid AssetPath for a loaded asset. The asset need to be a valid asset in the Content Browser. Similar to GetPathName(). The format will be: /Game/MyFolder/MyAsset.MyAsset

Returns

If valid, the asset Path of the loaded asset.

Parameters

Parameter

Description

LoadedAsset

Loaded Asset that exist in the Content Browser.

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