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Exposing Assets With Asset Reflection

You can expose your assets in UEFN to Verse so that you can use them from your Verse code. This is called asset reflection, and you can use it to insert images in your custom UI or use meshes for your custom props.

When you expose an asset to Verse, the name of the asset becomes the identifier, a compiler symbol, that you can then use in your Verse code, and you can access your asset from its Verse Path. Naming of assets should follow the naming conventions and rules for identifiers. You can see all of your assets that are exposed to Verse in your project's Assets.digest.verse file.

For the Assets.digest.verse file to be generated, you must have at least one Verse file in your project before building Verse code.

For example, if your texture has the name MyTexture, it'll appear in your Assets.digest.verse file as MyTexture<scoped {MyProject}>:texture_2d = external {}.

When you place your assets in subfolders in the project Content folder, the subfolder name becomes the name of the Verse module. For example, when you create a custom mesh named MySphere and it's in the subfolder Meshes of the project Content folder, you must qualify the name of the mesh with the module (subfolder) name in code, such as Meshes.MySphere.

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    Last updated May 12, 2026
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