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UKismetSystemLibrary::LoadClassAsset_Blocking

function Engine Blueprint Since unknown
#include "Kismet/KismetSystemLibrary.h"
Access: public Specifiers: staticBlueprintCallable

Description

Resolves a soft class reference immediately, loading the class synchronously if it isn't already loaded. Exposed to Blueprint as the "Load Class Asset (Blocking)" node.

Caveats & Gotchas

  • This stalls the calling thread until the load finishes and will cause a hitch — prefer Async Load Class Asset on any path that runs during gameplay.
  • Returns nullptr if the soft reference is unset or the class fails to load (e.g. the Blueprint 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 UClass* LoadClassAsset_Blocking(TSoftClassPtr<UObject> AssetClass)

Parameters

Name Type Description Default
AssetClass TSoftClassPtr<UObject> The soft class reference to resolve or load.

Return Type

UClass*

Example

Synchronously load a soft-referenced class C++
UClass* LoadedClass = UKismetSystemLibrary::LoadClassAsset_Blocking(MySoftClassRef);
if (LoadedClass)
{
    UObject* Instance = NewObject<UObject>(GetTransientPackage(), LoadedClass);
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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