UKismetSystemLibrary::LoadAsset_Blocking
#include "Kismet/KismetSystemLibrary.h"
Access: public
Specifiers: staticBlueprintCallable
Description
Resolves a soft object reference immediately, loading the asset synchronously if it isn't already loaded. Exposed to Blueprint as the "Load Asset (Blocking)" node.
Caveats & Gotchas
- • This stalls the calling thread until the load finishes and will cause a hitch — prefer Async Load Asset (AsyncLoadAsset / a latent load node) on any path that runs during gameplay.
- • Returns nullptr if the soft reference is unset or the asset fails to load (e.g. it was deleted or the path is invalid).
- • Calling this from a non-game thread is unsafe; the underlying asset loading pipeline is not designed for arbitrary worker-thread use.
Signature
static ENGINE_API UObject* LoadAsset_Blocking(TSoftObjectPtr<UObject> Asset) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Asset | TSoftObjectPtr<UObject> | The soft object reference to resolve or load. | — |
Return Type
UObject* Example
Synchronously load a soft-referenced asset C++
UObject* Loaded = UKismetSystemLibrary::LoadAsset_Blocking(MySoftAssetRef);
if (Loaded)
{
// Use Loaded immediately
} See Also
Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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