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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UAssetManager
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TSharedPtr< FStreamableHandle > LoadAssetList
(
const TArray< FSoftObjectPath >& AssetList, |
Lvalue reference overload to load non primary assets with the primary streamable manager. | Engine/AssetManager.h | |
virtual TSharedPtr< FStreamableHandle > LoadAssetList
(
TArray< FSoftObjectPath >&& AssetList, |
Load non primary assets with the primary streamable manager. | Engine/AssetManager.h | |
TSharedPtr< FStreamableHandle > LoadAssetList
(
const TArray< FSoftObjectPath >& AssetList, |
Load non primary assets with the primary streamable manager. | Engine/AssetManager.h | |
TSharedPtr< FStreamableHandle > LoadAssetList
(
TArray< FSoftObjectPath >&& AssetList, |
Rvalue reference overload for Asset List | Engine/AssetManager.h |
LoadAssetList(const TArray< FSoftObjectPath > &, FAssetManagerLoadParams &&, FString &&, UE::FSourceLocation &&)
Description
Lvalue reference overload to load non primary assets with the primary streamable manager. This will not auto release the handle, release it if needed. Prefer using rvalue reference version as it will not create an extra copy of your input array.
| Name | LoadAssetList |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/AssetManager.h |
| Include Path | #include "Engine/AssetManager.h" |
TSharedPtr < FStreamableHandle > LoadAssetList
(
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. |
LoadAssetList(TArray< FSoftObjectPath > &&, FAssetManagerLoadParams &&, FString &&, UE::FSourceLocation &&)
Description
Load non primary assets with the primary streamable manager. This will not auto release the handle, release it if needed. This is a entry point for the set of overloads. Overide it to have your custom behavior.
| Name | LoadAssetList |
| 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 TSharedPtr < FStreamableHandle > LoadAssetList
(
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. |
LoadAssetList(const TArray< FSoftObjectPath > &, FStreamableDelegate, TAsyncLoadPriority, FString &&, UE::FSourceLocation &&)
Description
Load non primary assets with the primary streamable manager. This will not auto release the handle, release it if needed. Prefer the overloads with Param structs for new code.
| Name | LoadAssetList |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/AssetManager.h |
| Include Path | #include "Engine/AssetManager.h" |
TSharedPtr < FStreamableHandle > LoadAssetList
(
const TArray < FSoftObjectPath > & AssetList,
FStreamableDelegate DelegateToCall,
TAsyncLoadPriority Priority,
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 |
| DelegateToCall | [optional] Delegate that will be called on completion |
| Priority | [optional] Async loading priority for this request |
| 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. |
LoadAssetList(TArray< FSoftObjectPath > &&, FStreamableDelegate, TAsyncLoadPriority, FString &&, UE::FSourceLocation &&)
Description
Rvalue reference overload for Asset List
| Name | LoadAssetList |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/AssetManager.h |
| Include Path | #include "Engine/AssetManager.h" |
TSharedPtr < FStreamableHandle > LoadAssetList
(
TArray < FSoftObjectPath > && AssetList,
FStreamableDelegate DelegateToCall,
TAsyncLoadPriority Priority,
FString && DebugName,
UE::FSourceLocation && Location
)