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UAssetManager::GetStreamableManager

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

Description

Returns the FStreamableManager instance owned by the AssetManager singleton, which the AssetManager uses internally for all primary asset streaming. Useful when you want to stream arbitrary assets through the same system without going through primary asset ids.

Caveats & Gotchas

  • This is the same StreamableManager instance the AssetManager itself uses for LoadPrimaryAssets/UnloadPrimaryAssets — assets you load through it directly are not tracked as primary assets.
  • Calls Get() internally, so it will fatal-assert if the AssetManager singleton hasn't been constructed yet.

Signature

static FStreamableManager& GetStreamableManager() { return Get().StreamableManager; }

Return Type

FStreamableManager&

Example

Loading an arbitrary soft object path C++
TSharedPtr<FStreamableHandle> Handle = UAssetManager::GetStreamableManager().RequestAsyncLoad(
	FSoftObjectPath("/Game/UI/HUD.HUD"),
	FStreamableDelegate::CreateUObject(this, &AMyClass::OnHUDLoaded));

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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