UAssetManager::GetPrimaryAssetBundleStateMap
#include "Engine/AssetManager.h"
Access: public
Specifiers: const
Description
Fills BundleStateMap with a full snapshot of every loaded primary asset mapped to its active bundle list, in a single call.
Caveats & Gotchas
- • The map contents reflect pending bundle state by default; pass bForceCurrent = true if you need to know only what has actually finished loading.
- • This rebuilds the map from scratch each call, which can be relatively expensive if the asset manager is tracking a large number of loaded primary assets — don't call it every frame.
Signature
void GetPrimaryAssetBundleStateMap(TMap<FPrimaryAssetId, TArray<FName>>& BundleStateMap, bool bForceCurrent = false) const; Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| BundleStateMap | TMap<FPrimaryAssetId, TArray<FName>>& | Out map filled with every loaded primary asset and its currently active bundle list. | — |
| bForceCurrent | bool | If true, reports only the completed current state instead of the pending state. | false |
Return Type
void Example
Dump the current bundle state for debugging C++
UAssetManager& Manager = UAssetManager::Get();
TMap<FPrimaryAssetId, TArray<FName>> BundleMap;
Manager.GetPrimaryAssetBundleStateMap(BundleMap, /*bForceCurrent=*/true);
for (const auto& Pair : BundleMap)
{
UE_LOG(LogTemp, Log, TEXT("%s: %d bundles"), *Pair.Key.ToString(), Pair.Value.Num());
} Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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