UAssetManager::CallOrRegister_OnAssetManagerCreated
#include "Engine/AssetManager.h"
Access: public
Specifiers: static
Description
Registers a delegate to run once the AssetManager singleton has been created, invoking it immediately if the singleton already exists.
Caveats & Gotchas
- • Fires before the initial asset scan completes — use CallOrRegister_OnCompletedInitialScan instead if you need primary assets to already be scanned.
- • Useful for game modules that need to hook into UAssetManager::Get() safely without racing its lazy construction, since calling Get() too early can trigger construction in an unexpected order.
Signature
static ENGINE_API void CallOrRegister_OnAssetManagerCreated(FSimpleMulticastDelegate::FDelegate&& Delegate); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Delegate | FSimpleMulticastDelegate::FDelegate&& | Delegate to invoke once the AssetManager singleton has been constructed. | — |
Return Type
void Example
Hooking module startup to AssetManager creation C++
UAssetManager::CallOrRegister_OnAssetManagerCreated(FSimpleMulticastDelegate::FDelegate::CreateLambda([]()
{
UAssetManager::Get().PushBulkScanning();
})); Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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