get_assets_by_names
Resolve many Unreal asset names in a single batch call, returning per asset a found flag plus class, path, package and load state to avoid repeated lookups.
Instructions
Batch variant of get_asset_by_name: resolve N asset names in ONE round-trip instead of N calls, returning per entry a found flag plus that asset's identity (class, object path, package, is_loaded) or the error that stopped it. Delegates to get_asset_by_name literally, so it inherits both its /Game-only fallback scan and its ambiguous_matches transparency -- an ambiguous name still resolves to the first hit, so check that field per entry. Use get_assets_metadata_batch when you want registry TAGS rather than identity.
Returns: { requested_count: int, resolved: [{ asset_name, found: bool, name?, class?, path?, package?, is_loaded?, ambiguous_matches?, ... (same fields as get_asset_by_name when found) }] }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| asset_names | Yes | Array of exact asset names (or full package names) to resolve (required) | |
| load_full_data | No | When true, adds the type-specific details of get_asset_by_name per asset. Defaults to FALSE here -- the opposite of the single-asset tool -- so a batch call cannot accidentally force N synchronous loads. |