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UGameplayStatics::CancelAsyncLoading

function Engine Blueprint Since 4.0
#include "Kismet/GameplayStatics.h"
Access: public Specifiers: staticUFUNCTIONBlueprintCallable

Description

Cancels all currently queued asynchronous package loading requests. Used before a hard level transition to clear the async load queue and prevent stale loads from completing into the new world.

Caveats & Gotchas

  • Cancellation is best-effort: packages that have already been fully read from disk may still complete loading even after this call. The cancel prevents new decompression and processing but cannot abort I/O already in flight.
  • Any callbacks registered via LoadPackageAsync or similar APIs for the cancelled requests may never fire, or may fire with a failed status. Always guard callbacks against this.
  • Calling this does not flush streaming levels managed by ULevelStreaming — use FlushLevelStreaming for that. CancelAsyncLoading targets the lower-level async package loader.

Signature

static ENGINE_API void CancelAsyncLoading();

Return Type

void

Example

Clear async load queue before travelling to a new level C++
// Cancel any background asset loads before the hard travel
UGameplayStatics::CancelAsyncLoading();
UGameplayStatics::OpenLevel(this, FName("MainMenu"));

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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