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UKismetSystemLibrary::LoadAssets

function Engine Blueprint Since unknown
#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.

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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