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UAssetManager::StartInitialLoading

function Engine Since unknown
#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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