Asset

The Asset interface searches UE Asset Registry state without loading every asset and returns exact Object Paths for handoff into a more specific module.

assets = target { domain: asset }

query assets
assets "door"
where root = "/Game" and type = "/Script/Engine.Blueprint"
order by score desc, path asc
page limit 10

Results use native FAssetData::AssetClassPath values and may include domains hints such as blueprint. Those hints do not select another Domain. UE Assets do not share a Registry-resolvable contained-object Guid, so an exact Asset Target uses Object Path plus verified native Class. It has no synthetic StableRef.

door = target {
  domain: asset,
  path: "/Game/Blueprints/BP_Door.BP_Door",
  type: "/Script/Engine.Blueprint"
}

Registry Tags

Add Registry Tags only when Registry metadata is required:

with registryTags

Loomle never materializes UE’s opaque FiBData or legacy FiB search indexes, and protects other oversized values. Adjacent comments identify omitted keys and sizes. Large results fail atomically with guidance to narrow the query instead of being silently truncated.

Domain Discovery

The domains list helps choose a Domain; it is not itself a handoff. Bind the discovered path in a new Domain discovery request:

door = target {
  domain: blueprint,
  asset: "/Game/Blueprints/BP_Door.BP_Door"
}

query door
summary

The first Blueprint Query may discover its non-zero Blueprint Guid. A canonical exact Target and every Blueprint Patch then retain both Asset Path and that lowercase, hyphenated Guid. Asset defines Registry search and exact package save. An exact Asset result may instead supply a canonical related Target and explicit handoff; when present, copy that returned Target rather than reconstructing it. Asset creation, rename, move, duplicate, delete, metadata mutation, and bulk package operations are not part of the current 0.7 interface.