UAssetManager::AcquireResourcesForAssetList
#include "Engine/AssetManager.h"
Access: public
Specifiers: virtual
Description
Acquires the platform chunks required to install the given assets, then invokes CompleteDelegate. An overload taking a plain FAssetManagerAcquireResourceDelegate (success bool only) is also available for callers that don't need the missing-chunk list.
Caveats & Gotchas
- • This only acquires/installs chunks — it does not load the assets. Follow up with a normal Load call once the delegate reports success.
- • If any requested chunk fails to acquire, the whole operation is considered a failure and CompleteDelegate's bSuccess is false, even if most chunks installed correctly.
Signature
virtual void AcquireResourcesForAssetList(const TArray<FSoftObjectPath>& AssetList, FAssetManagerAcquireResourceDelegateEx CompleteDelegate, EChunkPriority::Type Priority = EChunkPriority::Immediate); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| AssetList | const TArray<FSoftObjectPath>& | Asset paths to acquire chunk resources for. | — |
| CompleteDelegate | FAssetManagerAcquireResourceDelegateEx | Called with success flag and the list of chunks that failed to acquire, if any. | — |
| Priority | EChunkPriority::Type | Priority to use when acquiring chunks through the platform chunk layer. | EChunkPriority::Immediate |
Return Type
void Example
Acquire chunks before loading DLC content C++
UAssetManager& Manager = UAssetManager::Get();
Manager.AcquireResourcesForAssetList(AssetList, FAssetManagerAcquireResourceDelegateEx::CreateLambda(
[](bool bSuccess, const TArray<int32>& MissingChunks)
{
if (bSuccess)
{
// Safe to load AssetList now
}
}), EChunkPriority::High); See Also
Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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