UAssetManager::StartInitialLoading
#include "Engine/AssetManager.h"
Access: public
Specifiers: virtual
Description
Begins the initial scan of primary asset types, called automatically from UEngine::InitializeObjectReferences.
Caveats & Gotchas
- • Called automatically during engine startup; calling it manually a second time re-runs initial scanning and can corrupt the asset directory state.
- • Overriding this without calling Super::StartInitialLoading() skips the type scans defined by the project's Primary Asset Types Rules, leaving PrimaryAssetId lookups empty.
Signature
virtual void StartInitialLoading() Return Type
void Example
Extend startup scanning in a subclass C++
void UMyAssetManager::StartInitialLoading()
{
Super::StartInitialLoading();
// Game-specific setup that must happen before scanning begins
} Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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