AGameStateBase::AsyncPackageLoaded
#include "GameFramework/GameStateBase.h"
Access: public
Specifiers: virtual
Description
Called by the engine when an async package load completes. Override in a subclass to let the game state react — for example, triggering a match state transition once a required asset has arrived.
Caveats & Gotchas
- • The base implementation is empty (`{}`); you must register interest in a package load yourself (via `LoadPackageAsync` or `FStreamableManager`) and then override this hook to receive the notification.
- • This fires on the game thread but there is no guarantee about frame timing relative to Tick — don't assume world state is fully settled when this callback runs.
Signature
virtual void AsyncPackageLoaded(UObject* Package) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Package | UObject* | The object (package) that finished loading asynchronously. | — |
Return Type
void Example
React to an async-loaded map overlay package C++
void AMyGameState::AsyncPackageLoaded(UObject* Package)
{
Super::AsyncPackageLoaded(Package);
if (Package && Package->GetName().Contains(TEXT("LevelOverlay")))
{
StartSpawningOverlayActors();
}
} See Also
Tags
Version History
Introduced in: 4.14
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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