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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UAssetManager
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TSharedPtr< FStreamableHandle > LoadPrimaryAssets
(
const TArray< FPrimaryAssetId >& AssetsToLoad, |
Loads a list of Primary Assets. | Engine/AssetManager.h | |
virtual TSharedPtr< FStreamableHandle > LoadPrimaryAssets
(
const TArray< FPrimaryAssetId >& AssetsToLoad, |
Loads a list of Primary Assets. | Engine/AssetManager.h |
LoadPrimaryAssets(const TArray< FPrimaryAssetId > &, const TArray< FName > &, FAssetManagerLoadParams &&, UE::FSourceLocation)
Description
Loads a list of Primary Assets. This will start an async load of those assets, calling callback on completion. These assets will stay in memory until explicitly unloaded. You can wait on the returned streamable request or poll as needed. If there is no work to do, returned handle will be null and complete delegate will get called.
| Name | LoadPrimaryAssets |
| 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 > LoadPrimaryAssets
(
const TArray < FPrimaryAssetId > & AssetsToLoad,
const TArray < FName > & LoadBundles,
FAssetManagerLoadParams && LoadParams,
UE::FSourceLocation Location
)
Streamable Handle that can be used to poll or wait. You do not need to keep this handle to stop the assets from being unloaded
Parameters
| Name | Remarks |
|---|---|
| AssetsToLoad | List of primary assets to load |
| LoadBundles | List of bundles to load for those assets |
| LoadParams | Contains callbacks and async load priority |
| 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. |
LoadPrimaryAssets(const TArray< FPrimaryAssetId > &, const TArray< FName > &, FStreamableDelegate, TAsyncLoadPriority, UE::FSourceLocation)
Description
Loads a list of Primary Assets. This will start an async load of those assets, calling callback on completion. These assets will stay in memory until explicitly unloaded. You can wait on the returned streamable request or poll as needed. If there is no work to do, returned handle will be null and delegate will get called. Prefer the overloads with Param structs for new code.
| Name | LoadPrimaryAssets |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/AssetManager.h |
| Include Path | #include "Engine/AssetManager.h" |
virtual TSharedPtr < FStreamableHandle > LoadPrimaryAssets
(
const TArray < FPrimaryAssetId > & AssetsToLoad,
const TArray < FName > & LoadBundles,
FStreamableDelegate DelegateToCall,
TAsyncLoadPriority Priority,
UE::FSourceLocation Location
)
Streamable Handle that can be used to poll or wait. You do not need to keep this handle to stop the assets from being unloaded
Parameters
| Name | Remarks |
|---|---|
| AssetsToLoad | List of primary assets to load |
| LoadBundles | List of bundles to load for those assets |
| DelegateToCall | Delegate that will be called on completion |
| Priority | Async loading priority for this request |
| 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. |