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Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ELoadAssetsResult AssetViewUtils::LoadAssetsIfNeeded
(
TConstArrayView< FAssetData > Assets, |
Makes sure the specified assets are loaded into memory, with displayed progress and optional cancellation for the user. | AssetViewUtils.h | |
ELoadAssetsResult AssetViewUtils::LoadAssetsIfNeeded
(
TConstArrayView< FString > ObjectPaths, |
AssetViewUtils.h | ||
ELoadAssetsResult AssetViewUtils::LoadAssetsIfNeeded
(
TConstArrayView< FSoftObjectPath > ObjectPaths, |
AssetViewUtils.h | ||
bool AssetViewUtils::LoadAssetsIfNeeded
(
const TArray< FString >& ObjectPaths, |
Makes sure the specified assets are loaded into memory. | AssetViewUtils.h |
AssetViewUtils::LoadAssetsIfNeeded(TConstArrayView< FAssetData >, TArray< UObject * > &, const FLoadAssetsSettings &)
Description
Makes sure the specified assets are loaded into memory, with displayed progress and optional cancellation for the user. Prefer the overload taking FAssetData if possible.
| Name | AssetViewUtils::LoadAssetsIfNeeded |
| Type | function |
| Header File | /Engine/Source/Developer/AssetTools/Public/AssetViewUtils.h |
| Include Path | #include "AssetViewUtils.h" |
| Source | /Engine/Source/Developer/AssetTools/Private/AssetViewUtils.cpp |
namespace AssetViewUtils
{
ELoadAssetsResult AssetViewUtils::LoadAssetsIfNeeded
(
TConstArrayView< FAssetData > Assets,
TArray < UObject * > & LoadedObjects,
const FLoadAssetsSettings & InSettings
)
}
enum specifying whether the load was successful, cancelled or if some or all assets failed to load
Parameters
| Name | Remarks |
|---|---|
| Assets | The assets to load |
| LoadedObjects | The returned list of objects that were already loaded or loaded by this method. |
AssetViewUtils::LoadAssetsIfNeeded(TConstArrayView< FString >, TArray< UObject * > &, const FLoadAssetsSettings &)
| Name | AssetViewUtils::LoadAssetsIfNeeded |
| Type | function |
| Header File | /Engine/Source/Developer/AssetTools/Public/AssetViewUtils.h |
| Include Path | #include "AssetViewUtils.h" |
| Source | /Engine/Source/Developer/AssetTools/Private/AssetViewUtils.cpp |
namespace AssetViewUtils
{
ELoadAssetsResult AssetViewUtils::LoadAssetsIfNeeded
(
TConstArrayView< FString > ObjectPaths,
TArray < UObject * > & LoadedObjects,
const FLoadAssetsSettings & InSettings
)
}
AssetViewUtils::LoadAssetsIfNeeded(TConstArrayView< FSoftObjectPath >, TArray< UObject * > &, const FLoadAssetsSettings &)
| Name | AssetViewUtils::LoadAssetsIfNeeded |
| Type | function |
| Header File | /Engine/Source/Developer/AssetTools/Public/AssetViewUtils.h |
| Include Path | #include "AssetViewUtils.h" |
| Source | /Engine/Source/Developer/AssetTools/Private/AssetViewUtils.cpp |
namespace AssetViewUtils
{
ELoadAssetsResult AssetViewUtils::LoadAssetsIfNeeded
(
TConstArrayView< FSoftObjectPath > ObjectPaths,
TArray < UObject * > & LoadedObjects,
const FLoadAssetsSettings & InSettings
)
}
AssetViewUtils::LoadAssetsIfNeeded(const TArray< FString > &, TArray< UObject * > &, bool, bool)
Description
Makes sure the specified assets are loaded into memory.
| Name | AssetViewUtils::LoadAssetsIfNeeded |
| Type | function |
| Header File | /Engine/Source/Developer/AssetTools/Public/AssetViewUtils.h |
| Include Path | #include "AssetViewUtils.h" |
| Source | /Engine/Source/Developer/AssetTools/Private/AssetViewUtils.cpp |
namespace AssetViewUtils
{
bool AssetViewUtils::LoadAssetsIfNeeded
(
const TArray < FString > & ObjectPaths,
TArray < UObject * > & LoadedObjects,
bool bAllowedToPromptToLoadAssets,
bool bLoadRedirects
)
}
false if user canceled after being warned about loading very many packages.
Parameters
| Name | Remarks |
|---|---|
| ObjectPaths | The paths to the objects to load. |
| LoadedObjects | The returned list of objects that were already loaded or loaded by this method. |