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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UAssetManager
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void OnAssetStateChangeCompleted
(
TSharedPtr< FStreamableHandle > BoundHandle, |
Called when an internal load handle finishes, handles setting to pending state | Engine/AssetManager.h | |
virtual void OnAssetStateChangeCompleted
(
FPrimaryAssetId PrimaryAssetId, |
Called when an internal load handle finishes, handles setting to pending state | Engine/AssetManager.h |
OnAssetStateChangeCompleted(TSharedPtr< FStreamableHandle >, FPrimaryAssetId)
Description
Called when an internal load handle finishes, handles setting to pending state
| Name | OnAssetStateChangeCompleted |
| 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 |
void OnAssetStateChangeCompleted
(
TSharedPtr < FStreamableHandle > BoundHandle,
FPrimaryAssetId PrimaryAssetId
)
OnAssetStateChangeCompleted(FPrimaryAssetId, TSharedPtr< FStreamableHandle >, FStreamableDelegate)
Description
Called when an internal load handle finishes, handles setting to pending state
| Name | OnAssetStateChangeCompleted |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/AssetManager.h |
| Include Path | #include "Engine/AssetManager.h" |
virtual void OnAssetStateChangeCompleted
(
FPrimaryAssetId PrimaryAssetId,
TSharedPtr < FStreamableHandle > BoundHandle,
FStreamableDelegate WrappedDelegate
)