import_asset
Import an image from disk into an Unreal content folder as a Texture2D and return the created object path. Use it for image assets only; other file types need their dedicated import handlers.
Instructions
Import an IMAGE file from disk into a content folder as a Texture2D, driving the texture factory inline (it deliberately avoids IAssetTools::ImportAssets, which asserts when re-entered from the engine tick) and returning the created object path. It always overwrites an asset of the same name -- replace_existing is accepted and ignored. Images ONLY -- png/jpg/jpeg/bmp/tga/dds/exr/hdr/tif/tiff/psd/pcx: any other extension is a clean error naming the dedicated handler to use instead (import_texture_file for images, import_sound_file for .wav, import_landscape_heightmap for terrain, interchange_import_asset for FBX/glTF meshes). A missing source file or a destination that is not a /Game long path also errors before anything is touched.
Returns: { source_file_path: string, destination_path: string, imported_object_paths: [string] }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| destination_path | Yes | UE long path of the target content folder, e.g. /Game/Imported. Must start with '/'. | |
| replace_existing | No | ACCEPTED AND IGNORED: the tool reads this flag and never uses it. The underlying import suppresses the overwrite dialog and re-imports over an existing asset of the same name regardless of what you pass, so neither value changes anything. | |
| source_file_path | Yes | Absolute path to the image on disk; its existence is checked before any work starts. |