Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/Engine/AssetManager.h |
Include |
#include "Engine/AssetManager.h" |
Source |
/Engine/Source/Runtime/Engine/Private/AssetManager.cpp |
virtual UObject * GetPrimaryAssetObject
(
const FPrimaryAssetId & PrimaryAssetId
) const
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