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UKismetSystemLibrary::LoadAsset_Blocking

function Engine Blueprint Since unknown
#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
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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