UAssetManager::OnAssetRegistryAvailableAfterInitialization
#include "Engine/AssetManager.h"
Access: public
Specifiers: virtual
Description
Called when a new asset registry (for example a plugin or DLC registry) becomes available after the engine has already initialized. Returns true if new data was loaded and merged into the master asset registry.
Caveats & Gotchas
- • InName must exactly match whatever GetUniqueAssetRegistryName returns for that source, or the callback won't be matched to the correct registry.
- • Fires for registries that arrive after initial startup (e.g. mounted plugins, downloaded content) — registries already present at boot go through the normal startup scan instead and never hit this path.
Signature
virtual bool OnAssetRegistryAvailableAfterInitialization(FName InName, FAssetRegistryState& OutNewState) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| InName | FName | Logical name of the newly available asset registry; must match the name returned by GetUniqueAssetRegistryName. | — |
| OutNewState | FAssetRegistryState& | Filled with the new registry state to merge into the master asset registry. | — |
Return Type
bool Example
Override to merge a custom plugin registry C++
bool UMyAssetManager::OnAssetRegistryAvailableAfterInitialization(FName InName, FAssetRegistryState& OutNewState)
{
if (InName == TEXT("MyPluginRegistry"))
{
// Populate OutNewState from the plugin's cached registry file
return true;
}
return Super::OnAssetRegistryAvailableAfterInitialization(InName, OutNewState);
} See Also
Tags
Version History
Introduced in: 4.24
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?