UAssetManager::PushBulkScanning
#include "Engine/AssetManager.h"
Access: public
Description
Marks the start of a batch of ScanPathsForPrimaryAssets calls so the AssetManager can defer expensive per-scan bookkeeping until the matching PopBulkScanning. Every call must be paired with a PopBulkScanning.
Caveats & Gotchas
- • Every PushBulkScanning() call must be matched by exactly one PopBulkScanning(); mismatched calls leave the manager in bulk-scan mode indefinitely, silently deferring bookkeeping that gameplay code may expect to be up to date.
- • Nested calls are allowed (an internal request count is tracked), but only the outermost PopBulkScanning() actually triggers the deferred work.
Signature
void PushBulkScanning(); Return Type
void Example
Batching several scans C++
UAssetManager::Get().PushBulkScanning();
UAssetManager::Get().ScanPathsForPrimaryAssets(FPrimaryAssetType("Item"), { TEXT("/Game/Items") }, UItemDefinition::StaticClass(), false);
UAssetManager::Get().ScanPathsForPrimaryAssets(FPrimaryAssetType("Ability"), { TEXT("/Game/Abilities") }, UAbilityDefinition::StaticClass(), false);
UAssetManager::Get().PopBulkScanning(); Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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