get_asset_by_name
Retrieve a single Unreal Engine asset by exact name to get its identity, metadata, and optional type-specific details; check ambiguous matches when names are not unique.
Instructions
Retrieve ONE asset by exact name and return its identity (name, class, object path, package, is_loaded, file size) plus, with load_full_data, type-specific detail: a Blueprint's parent class / compile status / generated class, a StaticMesh's section-vertex-LOD counts, whether a material is an instance. WARNING: When the name is ambiguous it still resolves to the FIRST match and merely lists the rest in ambiguous_matches -- check that field, or use resolve_asset_by_name, which refuses to pick for you. The fallback name scan only covers /Game, so an /Engine or plugin-mount asset must be addressed by its full package name. Use get_assets_by_names for a batch, get_asset_metadata for registry tags, and search_assets_by_pattern when you only know part of the name.
Returns: { name: string, class: string, path: string, package: string, is_loaded: bool, file_size_bytes?: int, file_size_kb?: number, parent_class?: string, is_compiled?: bool, is_valid?: bool, generated_class?: string, num_sections?: int, num_vertices?: int, num_lods?: int, is_material_instance?: bool, ambiguous_matches?: [string] }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| asset_name | Yes | EXACT asset name, or a full package name (which is tried first and is the only form that reaches outside /Game) | |
| load_full_data | No | When true (DEFAULT), LOADS the asset to add type-specific details (Blueprint parent class, mesh sections, ...). Pass false to stay metadata-only and avoid a synchronous load. |