UAssetManager::GetStreamableManager
#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 | — |
Feedback
Was this helpful?