UAssetManager::FindMissingChunkList
#include "Engine/AssetManager.h"
Access: public
Specifiers: virtualconst
Description
Checks which platform chunks the given assets belong to and reports any that aren't currently mounted, separating chunks that can still be installed from ones that are missing entirely.
Caveats & Gotchas
- • Only meaningful on platforms/builds that use chunked installs, such as console or mobile DLC-style packaging — on a typical PC build all assets normally resolve to chunk 0 and this returns false.
- • A non-empty OutErrorChunkList indicates a broken cook or a reference to a chunk that was never generated; don't pass those IDs to AcquireResourcesForAssetList, since they can never succeed.
Signature
virtual bool FindMissingChunkList(const TArray<FSoftObjectPath>& AssetList, TArray<int32>& OutMissingChunkList, TArray<int32>& OutErrorChunkList) const; Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| AssetList | const TArray<FSoftObjectPath>& | Asset paths to check chunk membership for. | — |
| OutMissingChunkList | TArray<int32>& | Chunks that are known about but not yet installed/mounted. | — |
| OutErrorChunkList | TArray<int32>& | Chunks that do not exist at all and cannot be installed. | — |
Return Type
bool Example
Check for missing chunks before acquiring C++
UAssetManager& Manager = UAssetManager::Get();
TArray<int32> Missing, Errors;
if (Manager.FindMissingChunkList(AssetList, Missing, Errors))
{
if (Errors.Num() == 0)
{
Manager.AcquireResourcesForAssetList(AssetList, FAssetManagerAcquireResourceDelegate::CreateLambda([](bool bSuccess) {}));
}
} Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?