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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UAssetManager
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TSharedPtr< FStreamableHandle > PreloadPrimaryAssets
(
const TArray< FPrimaryAssetId >& AssetsToLoad, |
Preloads data for a set of assets in a specific bundle state, and returns a handle you must keep active. | Engine/AssetManager.h | |
virtual TSharedPtr< FStreamableHandle > PreloadPrimaryAssets
(
const TArray< FPrimaryAssetId >& AssetsToLoad, |
Preloads data for a set of assets in a specific bundle state, and returns a handle you must keep active. | Engine/AssetManager.h |
PreloadPrimaryAssets(const TArray< FPrimaryAssetId > &, const TArray< FName > &, bool, FAssetManagerLoadParams &&, UE::FSourceLocation)
Description
Preloads data for a set of assets in a specific bundle state, and returns a handle you must keep active. These assets are not officially Loaded, so Unload/ChangeBundleState will not affect them and if you release the handle without otherwise loading the assets they will be freed.
| Name | PreloadPrimaryAssets |
| 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 > PreloadPrimaryAssets
(
const TArray < FPrimaryAssetId > & AssetsToLoad,
const TArray < FName > & LoadBundles,
bool bLoadRecursive,
FAssetManagerLoadParams && LoadParams,
UE::FSourceLocation Location
)
Streamable Handle that must be stored to keep the preloaded assets from being freed
Parameters
| Name | Remarks |
|---|---|
| AssetsToLoad | List of primary assets to load |
| 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 |
| 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. |
PreloadPrimaryAssets(const TArray< FPrimaryAssetId > &, const TArray< FName > &, bool, FStreamableDelegate, TAsyncLoadPriority, UE::FSourceLocation)
Description
Preloads data for a set of assets in a specific bundle state, and returns a handle you must keep active. These assets are not officially Loaded, so Unload/ChangeBundleState will not affect them and if you release the handle without otherwise loading the assets they will be freed. Prefer the overloads with Param structs for new code.
| Name | PreloadPrimaryAssets |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/AssetManager.h |
| Include Path | #include "Engine/AssetManager.h" |
virtual TSharedPtr < FStreamableHandle > PreloadPrimaryAssets
(
const TArray < FPrimaryAssetId > & AssetsToLoad,
const TArray < FName > & LoadBundles,
bool bLoadRecursive,
FStreamableDelegate DelegateToCall,
TAsyncLoadPriority Priority,
UE::FSourceLocation Location
)
Streamable Handle that must be stored to keep the preloaded assets from being freed
Parameters
| Name | Remarks |
|---|---|
| AssetsToLoad | List of primary assets to load |
| 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 |
| DelegateToCall | [optional] Delegate that will be called on completion |
| Priority | [optional] 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. |