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API > API/Runtime > API/Runtime/AssetRegistry > API/Runtime/AssetRegistry/IAssetRegistry
Description
ActiveMountsLoading: save memory when using cooked AssetRegistries by removing AssetRegistryData for MountPoints that are unmounted. Only beneficial if your game unloads mountpoints during some periods, and only usable if your game does not require knowledge of the assets in those mountpoints when unloaded. Currently only enablable for ClientOnly, since ClientOnly is the configuration that runs on the most memory constrained platforms. Enable by setting Engine.ini:[AssetRegistry]:bActiveMountsLoadingEnabled_Client=true, and calling IAssetRegistry->ActiveMountsInitialize() when ready to start unloading at startup. By default, ActiveMountsLoading runs in auto mode and unloading is triggered whenever FPackageName::OnMountPointDismounted is called, but alternatively you can set Engine.ini:[AssetRegistry]:bActiveMountsLoadingAuto_Client=false and call ActiveMountsUnloadAsync and ActiveMountsLoadAsync explicitly. Returns true if ActiveMountsIsEnabled in the current configuration. Returns true even if ActiveMountsInitialize has not yet been called. If not enabled, functions with AssetRegistry side effects will such as ActiveMountsRegister* will still execute the side-effects, but all behavior specific to unloading and reloading will be skipped by the ActiveMounts functions.
| Name | ActiveMountsIsEnabled |
| Type | function |
| Header File | /Engine/Source/Runtime/AssetRegistry/Public/AssetRegistry/IAssetRegistry.h |
| Include Path | #include "AssetRegistry/IAssetRegistry.h" |
bool ActiveMountsIsEnabled()