官方文档

void URealisWidget::StartLoad()
{
    FString TempString;
    FString UselessString;
    //(头文件中:UTexture2D* FirstTexture;)在蓝图中设定FirstTexture的值,目的是找它的地址,从而推断出其它资源地址
    if (FirstTexture)
    {
        //找地址
        UKismetStringLibrary::Split(FirstTexture->GetPathName(), "/", 
            TempString, UselessString, ESearchCase::IgnoreCase, ESearchDir::FromEnd);
    }
    FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked
        <FAssetRegistryModule>("AssetRegistry");
    FARFilter Filter;
    //这里要找的资源是UTexture2D
    Filter.ClassNames.Add(UTexture2D::StaticClass()->GetFName());
    FName NewTexturePath = FName(*TempString);
    //这里输入地址,可根据需要自行填写
    Filter.PackagePaths.Add(NewTexturePath);
    TArray<FAssetData> MyAssetData;
    AssetRegistryModule.Get().GetAssets(Filter, MyAssetData);
    //使用例子
    TArray<UTexture2D*> ResultData;
    for (FAssetData i : MyAssetData)
    {
        ResultData.AddUnique((UTexture2D*)i.GetAsset());
    }
    
    
}    

 

https://docs.unrealengine.com/4.27/zh-CN/ProgrammingAndScripting/ProgrammingWithCPP/Assets/Registry/