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