UAssetManager::LoadAssetList
#include "Engine/AssetManager.h"
Access: public
Description
Loads a list of asset paths that are not primary assets, using the same StreamableManager the AssetManager uses internally. The handle is not auto-released, so release it yourself once you're done with the assets.
Caveats & Gotchas
- • Unlike LoadPrimaryAssets, this bypasses the primary asset directory entirely — it's for loading arbitrary soft object paths, not registered primary assets.
- • The handle is not auto-released; if you don't call ReleaseHandle() on it (or let every reference to it expire), the assets stay resident indefinitely.
- • Prefer moving the AssetList array into the rvalue-reference overload where possible — the const-reference overload documented here makes an internal copy of the array.
Signature
TSharedPtr<FStreamableHandle> LoadAssetList(
const TArray<FSoftObjectPath>& AssetList,
FStreamableDelegate DelegateToCall = FStreamableDelegate(),
TAsyncLoadPriority Priority = FStreamableManager::DefaultAsyncLoadPriority,
FString&& DebugName = FString(TEXT("LoadAssetList")),
UE::FSourceLocation&& Location = UE::FSourceLocation::Current()); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| AssetList | const TArray<FSoftObjectPath>& | Non-primary asset paths to load. | — |
| DelegateToCall | FStreamableDelegate | Delegate called when the load completes. | FStreamableDelegate() |
| Priority | TAsyncLoadPriority | Async loading priority for this request. | FStreamableManager::DefaultAsyncLoadPriority |
| DebugName | FString&& | Name reported for this handle in debug tools. | FString(TEXT("LoadAssetList")) |
| Location | UE::FSourceLocation&& | Internal call-site tracking parameter, not for direct use. | UE::FSourceLocation::Current() |
Return Type
TSharedPtr<FStreamableHandle> Example
Loading non-primary assets by path C++
TArray<FSoftObjectPath> PathsToLoad = { FSoftObjectPath("/Game/UI/HUD.HUD") };
StreamableHandle = UAssetManager::Get().LoadAssetList(
PathsToLoad,
FStreamableDelegate::CreateUObject(this, &AMyClass::OnAssetsLoaded));
// StreamableHandle is a TSharedPtr<FStreamableHandle> member; release it when no longer needed See Also
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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