UAssetManager::UnloadPrimaryAsset
#include "Engine/AssetManager.h"
Access: public
Specifiers: virtual
Description
Single-asset convenience wrapper around UnloadPrimaryAssets for releasing one previously loaded primary asset.
Caveats & Gotchas
- • Same reference-counting caveat as UnloadPrimaryAssets: other strong references elsewhere in the project will keep the asset resident even after this call.
- • Calling this for an asset that was never loaded via the asset manager (or already unloaded) is harmless and simply returns 0.
Signature
virtual int32 UnloadPrimaryAsset(const FPrimaryAssetId& AssetToUnload); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| AssetToUnload | const FPrimaryAssetId& | The single primary asset that was previously loaded and should now be released. | — |
Return Type
int32 Example
Release a single loaded item C++
UAssetManager::Get().UnloadPrimaryAsset(FPrimaryAssetId(TEXT("Item"), TEXT("Sword"))); Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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