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UAssetManager::DownloadAssetList

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

Description

Downloads a list of non-primary asset paths into the download cache without loading them into memory. Like LoadAssetList, the returned handle is not auto-released.

Caveats & Gotchas

  • Only downloads into the cache; it never loads the assets, so a subsequent LoadAssetList call is required to actually use them.
  • LoadParams.DownloadParams must be populated — this overload has no plain-delegate convenience form the way LoadAssetList does.
  • Depends on IoStoreOnDemand being enabled for the project; on platforms or builds without it, the download is effectively a no-op.

Signature

TSharedPtr<FStreamableHandle> DownloadAssetList(
	const TArray<FSoftObjectPath>& AssetList,
	FAssetManagerLoadParams&& LoadParams,
	FString&& DebugName = FString(TEXT("DownloadAssetList")),
	UE::FSourceLocation&& Location = UE::FSourceLocation::Current());

Parameters

Name Type Description Default
AssetList const TArray<FSoftObjectPath>& Non-primary asset paths to download.
LoadParams FAssetManagerLoadParams&& Completion/cancel/update delegates plus download params; DownloadParams must be set.
DebugName FString&& Name reported for this handle in debug tools. FString(TEXT("DownloadAssetList"))
Location UE::FSourceLocation&& Internal call-site tracking parameter, not for direct use. UE::FSourceLocation::Current()

Return Type

TSharedPtr<FStreamableHandle>

Example

Downloading non-primary assets ahead of use C++
FAssetManagerLoadParams DownloadParams;
DownloadParams.DownloadParams = FAssetManagerDownloadParams();
TArray<FSoftObjectPath> PathsToDownload = { FSoftObjectPath("/Game/Cinematics/Intro.Intro") };
TSharedPtr<FStreamableHandle> Handle = UAssetManager::Get().DownloadAssetList(
	PathsToDownload,
	MoveTemp(DownloadParams));

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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