UKismetSystemLibrary::LoadAsset
#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. See Also
Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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