UAssetManager::LoadPrimaryAsset
#include "Engine/AssetManager.h"
Access: public
Specifiers: virtual
Description
Single-asset convenience wrapper around LoadPrimaryAssets for loading just one primary asset and its bundles.
Caveats & Gotchas
- • Internally forwards to LoadPrimaryAssets with a one-element array, so the same indefinite-lifetime and possibly-null-handle behaviour applies.
- • Passing an invalid or unregistered FPrimaryAssetId does not report failure through the return value — the call still returns a handle and still invokes the delegate, so check the loaded object yourself if you need to confirm success.
Signature
virtual TSharedPtr<FStreamableHandle> LoadPrimaryAsset(
const FPrimaryAssetId& AssetToLoad,
const TArray<FName>& LoadBundles = TArray<FName>(),
FStreamableDelegate DelegateToCall = FStreamableDelegate(),
TAsyncLoadPriority Priority = FStreamableManager::DefaultAsyncLoadPriority,
UE::FSourceLocation Location = UE::FSourceLocation::Current()); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| AssetToLoad | const FPrimaryAssetId& | The single primary asset to load. | — |
| LoadBundles | const TArray<FName>& | Bundles to load for the asset in addition to its default state. | TArray<FName>() |
| DelegateToCall | FStreamableDelegate | Delegate invoked on completion. | FStreamableDelegate() |
| Priority | TAsyncLoadPriority | Async loading priority for the request. | FStreamableManager::DefaultAsyncLoadPriority |
| Location | UE::FSourceLocation | Call-site source location captured for streaming diagnostics; not meant to be passed explicitly. | UE::FSourceLocation::Current() |
Return Type
TSharedPtr<FStreamableHandle> Example
Loading a single primary asset C++
FPrimaryAssetId AssetId("Item", "HealthPotion");
UAssetManager::Get().LoadPrimaryAsset(
AssetId,
TArray<FName>(),
FStreamableDelegate::CreateUObject(this, &AMyClass::OnItemLoaded)); See Also
Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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