RealDocs

UKismetSystemLibrary::LoadAsset

function Engine Blueprint Since unknown
#include "Kismet/KismetSystemLibrary.h"
Access: public Specifiers: staticUFUNCTIONBlueprintCallableLatent

Description

Asynchronously loads a soft object reference without blocking the game thread, then fires OnLoaded once it completes. This is the latent node that backs Blueprint's Async Load Asset.

Caveats & Gotchas

  • Marked BlueprintInternalUseOnly and Latent — it exists to back the 'Async Load Asset' Blueprint node, not for direct C++ use; call FStreamableManager::RequestAsyncLoad instead in native code.
  • The latent action is tied to the calling Blueprint's owning object; if that object is destroyed before the load completes, OnLoaded never fires.

Signature

static void LoadAsset(const UObject* WorldContextObject, TSoftObjectPtr<UObject> Asset, FOnAssetLoaded OnLoaded, FLatentActionInfo LatentInfo)

Parameters

Name Type Description Default
WorldContextObject const UObject* Object used to resolve the World the async load runs in.
Asset TSoftObjectPtr<UObject> Soft reference to the asset to load.
OnLoaded FOnAssetLoaded Delegate called with the resolved object once loading finishes.
LatentInfo FLatentActionInfo Latent action bookkeeping, supplied automatically by the Blueprint compiler.

Return Type

void

Example

Backing node for Async Load Asset Blueprint
Async Load Asset node: input pin takes a Soft Object Reference; the node exposes an On Loaded execution pin that fires with the resolved object once loading finishes.

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.