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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UAssetManager
Description
Fills in a set of object paths with the assets that need to be loaded, for a given Primary Asset and bundle list. Prefer to use GetPrimaryAssetLoadList instead, because this overload creates additional allocation and is here just for backward compatibility.
| Name | GetPrimaryAssetLoadSet |
| 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 |
bool GetPrimaryAssetLoadSet
(
TSet < FSoftObjectPath > & OutAssetLoadSet,
const FPrimaryAssetId & PrimaryAssetId,
const TArray < FName > & LoadBundles,
bool bLoadRecursive
) const
True if primary asset id was found
Parameters
| Name | Remarks |
|---|---|
| OutAssetLoadSet | Set that will have asset paths added to it |
| PrimaryAssetId | Asset that would be loaded |
| LoadBundles | List of bundles to load for those assets |
| bLoadRecursive | If true, this will call RecursivelyExpandBundleData and recurse into sub bundles of other primary assets loaded by a bundle reference |