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UKismetSystemLibrary::LoadAssetClass

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

Description

Asynchronously loads a soft class reference without blocking the game thread, then fires OnLoaded with the resolved class. This is the latent node that backs Blueprint's Async Load Class Asset.

Caveats & Gotchas

  • Marked BlueprintInternalUseOnly and Latent — it backs the 'Async Load Class Asset' Blueprint node; call FStreamableManager::RequestAsyncLoad directly from C++ instead.
  • Loading a class only guarantees the class object itself is resolved, not any assets referenced by its class default object — those still need their own load requests.

Signature

static void LoadAssetClass(const UObject* WorldContextObject, TSoftClassPtr<UObject> AssetClass, FOnAssetClassLoaded OnLoaded, FLatentActionInfo LatentInfo)

Parameters

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

Return Type

void

Example

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

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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