UAssetManager::UnloadPrimaryAssets
#include "Engine/AssetManager.h"
Access: public
Specifiers: virtual
Description
Unloads a list of primary assets that were previously loaded through the asset manager, releasing them if nothing else is keeping them in memory.
Caveats & Gotchas
- • Only releases the asset manager's own reference — if another system (e.g. a hard UPROPERTY reference) still holds a strong pointer, the object stays resident despite this call.
- • The returned count is how many assets had their load count decremented, not how many were actually garbage collected; GC still runs asynchronously afterward.
Signature
virtual int32 UnloadPrimaryAssets(const TArray<FPrimaryAssetId>& AssetsToUnload); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| AssetsToUnload | const TArray<FPrimaryAssetId>& | List of primary assets that were previously loaded and should now be released. | — |
Return Type
int32 Example
Release a batch of loaded items C++
TArray<FPrimaryAssetId> ToUnload = { FPrimaryAssetId(TEXT("Item"), TEXT("Sword")) };
int32 NumUnloaded = UAssetManager::Get().UnloadPrimaryAssets(ToUnload); Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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