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UAssetManager::ChangeBundleStateForMatchingPrimaryAssets

function Engine Since unknown
#include "Engine/AssetManager.h"
Access: public Specifiers: virtual

Description

Changes bundle state across every currently loaded primary asset that has the given OldBundles, replacing them with NewBundles — useful for global state changes like switching level-of-detail or platform bundle sets.

Caveats & Gotchas

  • Applies globally to every loaded primary asset matching OldBundles rather than a specific list — an unexpectedly broad set of assets can be affected if OldBundles is common across many asset types.
  • Assets that don't currently have any of OldBundles applied are left untouched, so this cannot be used to add a brand-new bundle to assets with no matching old bundle.

Signature

virtual TSharedPtr<FStreamableHandle> ChangeBundleStateForMatchingPrimaryAssets(
	const TArray<FName>& NewBundles,
	const TArray<FName>& OldBundles,
	FStreamableDelegate DelegateToCall = FStreamableDelegate(),
	TAsyncLoadPriority Priority = FStreamableManager::DefaultAsyncLoadPriority,
	UE::FSourceLocation Location = UE::FSourceLocation::Current());

Parameters

Name Type Description Default
NewBundles const TArray<FName>& New bundle state for the assets that are changed.
OldBundles const TArray<FName>& Old bundle state; matching bundles are removed and replaced with NewBundles.
DelegateToCall FStreamableDelegate Delegate invoked on completion. FStreamableDelegate()
Priority TAsyncLoadPriority Async loading priority for the request. FStreamableManager::DefaultAsyncLoadPriority
Location UE::FSourceLocation Call-site source location captured for streaming diagnostics; not meant to be passed explicitly. UE::FSourceLocation::Current()

Return Type

TSharedPtr<FStreamableHandle>

Example

Swapping a bundle across all loaded assets C++
UAssetManager::Get().ChangeBundleStateForMatchingPrimaryAssets(
	{ FName("LOD_Low") },
	{ FName("LOD_High") });

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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