# Loading Assets

A common operation is to load an asset from the Content Browser. Unreal provides a few different options here:

<pre class="language-python"><code class="lang-python"><strong># Python-only convenience method:
</strong>asset_path = "/Game/some/asset/path"
asset = unreal.load_asset(asset_path)
</code></pre>

```python
# Function Library method:
asset_path = "/Game/some/asset/path"
asset = unreal.EditorAssetLibrary.load_asset(asset_path)
```

```python
# Subsystem method:
asset_path = "/Game/some/asset/path"
EditorAssetSubsystem = unreal.get_editor_subsystem(unreal.EditorAssetSubsystem)
asset = EditorAssetSubsystem.load_asset(asset_path)
```

While it doesn't really matter which option is used, `unreal.load_asset()` is a rare instance of a Python convenience function provided by Epic

{% hint style="info" %} <mark style="color:yellow;">**Note:**</mark> This isn't too uncommon in Unreal's API to see multiple options for the same thing, a general rule of thumb to be aware of is:

* If it's available from a `Subsystem`  class, those are usually the newer / forward-facing implementations
* If it's available from a `Library`  class, those are usually from UE4 implementations and it's usually recommended to see if the same function is available from a Subsystem.
* If it's available as `unreal.*` , those are usually conveniences that Epic provided intentionally to the Python API
  {% endhint %}
