Navigation
API > API/Runtime > API/Runtime/CoreUObject
Description
Asynchronously load a top level asset along with other objects in the same package. This is non-blocking and will call LoadPackageAsync. FSoftObjectPath::LoadAsync can be used to asynchronously load subobjects.
| Name | LoadAssetAsync |
| Type | function |
| Header File | /Engine/Source/Runtime/CoreUObject/Public/UObject/UObjectGlobals.h |
| Include Path | #include "UObject/UObjectGlobals.h" |
| Source | /Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp |
int32 LoadAssetAsync
(
FTopLevelAssetPath InAssetPath,
FLoadAssetAsyncDelegate InCompletionDelegate,
FLoadAssetAsyncOptionalParams InOptionalParams
)
Unique ID associated with this load request (the same object or package can be associated with multiple IDs).
Parameters
| Name | Remarks |
|---|---|
| InAssetPath | Top level asset to load |
| 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 |