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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UAssetManager
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TSharedPtr< FStreamableHandle > DownloadAssetList
(
const TArray< FSoftObjectPath >& AssetList, |
Download non primary assets with the primary streamable manager. | Engine/AssetManager.h | |
TSharedPtr< FStreamableHandle > DownloadAssetList
(
TArray< FSoftObjectPath >&& AssetList, |
Rvalue reference overload for Asset List | Engine/AssetManager.h |
DownloadAssetList(const TArray< FSoftObjectPath > &, FAssetManagerLoadParams &&, FString &&, UE::FSourceLocation &&)
Description
Download non primary assets with the primary streamable manager. Does not load assets after downloading. This will not auto release the handle, release it if needed.
| Name | DownloadAssetList |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/AssetManager.h |
| Include Path | #include "Engine/AssetManager.h" |
TSharedPtr < FStreamableHandle > DownloadAssetList
(
const TArray < FSoftObjectPath > & AssetList,
FAssetManagerLoadParams && LoadParams,
FString && DebugName,
UE::FSourceLocation && Location
)
Streamable Handle that must be stored to keep the preloaded assets from being freed
Parameters
| Name | Remarks |
|---|---|
| AssetList | List of non primary assets to load |
| LoadParams | Contains callbacks and async load priority |
| DebugName | [optional] Name of this handle, either FString or anything that can construct FString, will be reported in debug tools, will report Source Location if DebugName is not specified explicitly |
| Location | [optional] Is not intended for direct use, the parameter catches call site source location and passes it down to the streaming manager. See FStreamingManager. |
DownloadAssetList(TArray< FSoftObjectPath > &&, FAssetManagerLoadParams &&, FString &&, UE::FSourceLocation &&)
Description
Rvalue reference overload for Asset List
| Name | DownloadAssetList |
| 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 |
TSharedPtr < FStreamableHandle > DownloadAssetList
(
TArray < FSoftObjectPath > && AssetList,
FAssetManagerLoadParams && LoadParams,
FString && DebugName,
UE::FSourceLocation && Location
)