Hello [mention removed]
Thank you for reaching out.
While using BPs, there’s a bit of a hacky way to get the name of the asset: you can call Get Selected Assets, and it will return the assets you have selected in the ContentBrowser.
This is brittle because it will give you the wrong name if you change the selection on the ContentBrowser or select multiple assets, but depending on your particular use case, it could also be enough:
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AssetEditorSubsystem only exposes OpenEditorForAssets and CloseAllEditorsForAsset, so you would know them from the start:
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Looking at the source, you would need to expose some C++ functionality to get the asset.
As an example, check \UnrealEngine\Engine\Plugins\Editor\EngineAssetDefinitions\Source\Private\Animation\AssetDefinition_AnimationAsset.cpp
L90: AllEditedAssets = GEditor->GetEditorSubsystem<UAssetEditorSubsystem>()->GetAllEditedAssets();
Might also be useful - L109: AssetEditors = GEditor->GetEditorSubsystem<UAssetEditorSubsystem>()->FindEditorsForAsset(CompatibleEditedAsset);
Let me know if this is useful to you.
All the best,
[mention removed]