UKismetSystemLibrary::LoadAssets
#include "Kismet/KismetSystemLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintCallableLatent
Description
Asynchronously loads a batch of soft object references and fires OnLoaded only once every asset in the array has finished loading. Backs Blueprint's Async Load Asset List node.
Caveats & Gotchas
- • OnLoaded fires once for the whole batch, not per asset — one slow or missing entry in the list delays every other asset's completion callback.
- • Marked BlueprintInternalUseOnly and Latent; from C++, use FStreamableManager::RequestAsyncLoad with an array of soft object paths instead.
Signature
static void LoadAssets(const UObject* WorldContextObject, TArray<TSoftObjectPtr<UObject>> Assets, FOnAssetsLoaded OnLoaded, FLatentActionInfo LatentInfo) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| WorldContextObject | const UObject* | Object used to resolve the World the async load runs in. | — |
| Assets | TArray<TSoftObjectPtr<UObject>> | List of soft object references to load together. | — |
| OnLoaded | FOnAssetsLoaded | Delegate called with all loaded objects once every asset in the list has finished loading. | — |
| LatentInfo | FLatentActionInfo | Latent action bookkeeping, supplied automatically by the Blueprint compiler. | — |
Return Type
void Example
Backing node for Async Load Asset List Blueprint
Async Load Asset List node: input pin takes an array of Soft Object References; the node exposes an On Loaded execution pin that fires once with an array of all resolved objects. Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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