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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UAssetManager
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AcquireResourcesForAssetList
(
const TArray< FSoftObjectPath >& AssetList, |
Acquires a set of chunks using the platform chunk layer, then calls the passed in callback | Engine/AssetManager.h | |
virtual void AcquireResourcesForAssetList
(
const TArray< FSoftObjectPath >& AssetList, |
Engine/AssetManager.h |
AcquireResourcesForAssetList(const TArray< FSoftObjectPath > &, FAssetManagerAcquireResourceDelegateEx, EChunkPriority::Type)
Description
Acquires a set of chunks using the platform chunk layer, then calls the passed in callback
| Name | AcquireResourcesForAssetList |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/AssetManager.h |
| Include Path | #include "Engine/AssetManager.h" |
| Source | /Engine/Source/Runtime/Engine/Private/AssetManager.cpp |
virtual void AcquireResourcesForAssetList
(
const TArray < FSoftObjectPath > & AssetList,
FAssetManagerAcquireResourceDelegateEx CompleteDelegate,
EChunkPriority::Type Priority
)
Parameters
| Name | Remarks |
|---|---|
| AssetList | Asset Paths to get resources for |
| CompleteDelegate | Delegate called when chunks have been acquired or failed. If any chunks fail the entire operation is considered a failure |
| Priority | Priority to use when acquiring chunks |
AcquireResourcesForAssetList(const TArray< FSoftObjectPath > &, FAssetManagerAcquireResourceDelegate, EChunkPriority::Type)
| Name | AcquireResourcesForAssetList |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/AssetManager.h |
| Include Path | #include "Engine/AssetManager.h" |
| Source | /Engine/Source/Runtime/Engine/Private/AssetManager.cpp |
virtual void AcquireResourcesForAssetList
(
const TArray < FSoftObjectPath > & AssetList,
FAssetManagerAcquireResourceDelegate CompleteDelegate,
EChunkPriority::Type Priority
)