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API > API/Runtime > API/Runtime/CoreUObject > API/Runtime/CoreUObject/FSoftObjectPath
Description
Attempts to asynchronously load the object referenced by this path. This will call LoadAssetAsync to load the top level asset and resolve the sub paths before calling the delegate. FStreamableManager can be used for more control over callback timing and garbage collection.
| Name | LoadAsync |
| Type | function |
| Header File | /Engine/Source/Runtime/CoreUObject/Public/UObject/SoftObjectPath.h |
| Include Path | #include "UObject/SoftObjectPath.h" |
| Source | /Engine/Source/Runtime/CoreUObject/Private/UObject/SoftObjectPath.cpp |
int32 LoadAsync
(
FLoadSoftObjectPathAsyncDelegate InCompletionDelegate,
FLoadAssetAsyncOptionalParams InOptionalParams
) const
Unique ID associated with this load request (the same object or package can be associated with multiple IDs).
Parameters
| Name | Remarks |
|---|---|
| InCompletionDelegate | Delegate to be invoked when the async load finishes, this will execute on the game thread as soon as the load succeeds or fails |
| InOptionalParams | Optional parameters for async loading the asset |