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UAssetManager::FindMissingChunkList

function Engine Since unknown
#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) {}));
	}
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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