UAssetManager::AcquireResourcesForPrimaryAssetList
#include "Engine/AssetManager.h"
Access: public
Specifiers: virtual
Description
Acquires the platform chunks needed for every bundle of the given primary assets, then invokes CompleteDelegate. Unlike AcquireResourcesForAssetList, this expands each primary asset to all of its bundles automatically.
Caveats & Gotchas
- • Downloads all bundles of each primary asset, which can be considerably more data than you actually intend to load if the asset has bundles you don't need yet.
- • As with the asset-list overload, any single chunk failure marks the whole request as failed even if the rest installed successfully.
Signature
virtual void AcquireResourcesForPrimaryAssetList(const TArray<FPrimaryAssetId>& PrimaryAssetList, FAssetManagerAcquireResourceDelegate CompleteDelegate, EChunkPriority::Type Priority = EChunkPriority::Immediate); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| PrimaryAssetList | const TArray<FPrimaryAssetId>& | Primary assets to acquire chunk resources for. | — |
| CompleteDelegate | FAssetManagerAcquireResourceDelegate | Called with a single success flag once acquisition finishes or fails. | — |
| Priority | EChunkPriority::Type | Priority to use when acquiring chunks through the platform chunk layer. | EChunkPriority::Immediate |
Return Type
void Example
Acquire chunks for a set of primary assets C++
UAssetManager& Manager = UAssetManager::Get();
TArray<FPrimaryAssetId> AssetIds = { FPrimaryAssetId(TEXT("Map"), TEXT("DLC1_Level")) };
Manager.AcquireResourcesForPrimaryAssetList(AssetIds, FAssetManagerAcquireResourceDelegate::CreateLambda(
[](bool bSuccess)
{
UE_LOG(LogTemp, Log, TEXT("Acquire finished: %d"), bSuccess);
})); Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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