UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
AsyncActionLoadPrimaryAsset.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3#pragma once
4
5#include "CoreMinimal.h"
10
11#include "AsyncActionLoadPrimaryAsset.generated.h"
12
14UCLASS(Abstract)
16{
18
19public:
21 virtual void Activate() override;
22
23protected:
24
26 virtual void HandleLoadCompleted();
27
29 virtual void GetCurrentlyLoadedAssets(TArray<UObject*>& AssetList);
30
33
36
39
42
44 {
45 Load,
46 ChangeBundleStateMatching,
47 ChangeBundleStateList
48 };
49
52};
53
55
56UCLASS()
58{
60
61public:
67 UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly="true", Category = "AssetManager", AutoCreateRefTerm = "LoadBundles", WorldContext = "WorldContextObject"))
68 static UAsyncActionLoadPrimaryAsset* AsyncLoadPrimaryAsset(UObject* WorldContextObject, FPrimaryAssetId PrimaryAsset, const TArray<FName>& LoadBundles);
69
70 UPROPERTY(BlueprintAssignable)
72
74
76 virtual void HandleLoadCompleted() override;
77};
78
80
81UCLASS()
83{
85
86public:
92 UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true", Category = "AssetManager", AutoCreateRefTerm = "LoadBundles", WorldContext = "WorldContextObject"))
93 static UAsyncActionLoadPrimaryAssetClass* AsyncLoadPrimaryAssetClass(UObject* WorldContextObject, FPrimaryAssetId PrimaryAsset, const TArray<FName>& LoadBundles);
94
95 UPROPERTY(BlueprintAssignable)
97
99
101 virtual void HandleLoadCompleted() override;
102};
103
105
106UCLASS()
108{
110
111public:
117 UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly="true", Category = "AssetManager", AutoCreateRefTerm = "LoadBundles", WorldContext = "WorldContextObject"))
118 static UAsyncActionLoadPrimaryAssetList* AsyncLoadPrimaryAssetList(UObject* WorldContextObject, const TArray<FPrimaryAssetId>& PrimaryAssetList, const TArray<FName>& LoadBundles);
119
120 UPROPERTY(BlueprintAssignable)
122
124
126 virtual void HandleLoadCompleted() override;
127};
128
130
131UCLASS()
133{
135
136public:
142 UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true", Category = "AssetManager", AutoCreateRefTerm = "LoadBundles", WorldContext = "WorldContextObject"))
143 static UAsyncActionLoadPrimaryAssetClassList* AsyncLoadPrimaryAssetClassList(UObject* WorldContextObject, const TArray<FPrimaryAssetId>& PrimaryAssetList, const TArray<FName>& LoadBundles);
144
145 UPROPERTY(BlueprintAssignable)
147
149
151 virtual void HandleLoadCompleted() override;
152};
153
155
156UCLASS()
158{
160
161public:
166 UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true", Category = "AssetManager", WorldContext = "WorldContextObject"))
167 static UAsyncActionChangePrimaryAssetBundles* AsyncChangeBundleStateForMatchingPrimaryAssets(UObject* WorldContextObject, const TArray<FName>& NewBundles, const TArray<FName>& OldBundles);
168
174 UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true", Category = "AssetManager", WorldContext = "WorldContextObject"))
175 static UAsyncActionChangePrimaryAssetBundles* AsyncChangeBundleStateForPrimaryAssetList(UObject* WorldContextObject, const TArray<FPrimaryAssetId>& PrimaryAssetList, const TArray<FName>& AddBundles, const TArray<FName>& RemoveBundles);
176
177 UPROPERTY(BlueprintAssignable)
179
181
183 virtual void HandleLoadCompleted() override;
184};
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
#define DECLARE_DYNAMIC_MULTICAST_DELEGATE(DelegateName)
Definition DelegateCombinations.h:38
#define DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(DelegateName, Param1Type, Param1Name)
Definition DelegateCombinations.h:53
#define UPROPERTY(...)
UObject definition macros.
Definition ObjectMacros.h:744
#define GENERATED_BODY(...)
Definition ObjectMacros.h:765
#define UFUNCTION(...)
Definition ObjectMacros.h:745
#define UCLASS(...)
Definition ObjectMacros.h:776
uint8_t uint8
Definition binka_ue_file_header.h:8
Definition Array.h:670
Definition SharedPointer.h:692
Definition SubclassOf.h:30
Definition AsyncActionLoadPrimaryAsset.h:158
Definition AsyncActionLoadPrimaryAsset.h:16
EAssetManagerOperation
Definition AsyncActionLoadPrimaryAsset.h:44
TArray< FName > OldBundles
Definition AsyncActionLoadPrimaryAsset.h:38
TSharedPtr< FStreamableHandle > LoadHandle
Definition AsyncActionLoadPrimaryAsset.h:41
TArray< FPrimaryAssetId > AssetsToLoad
Definition AsyncActionLoadPrimaryAsset.h:32
TArray< FName > LoadBundles
Definition AsyncActionLoadPrimaryAsset.h:35
EAssetManagerOperation Operation
Definition AsyncActionLoadPrimaryAsset.h:51
Definition AsyncActionLoadPrimaryAsset.h:133
Definition AsyncActionLoadPrimaryAsset.h:83
Definition AsyncActionLoadPrimaryAsset.h:108
Definition AsyncActionLoadPrimaryAsset.h:58
Definition BlueprintAsyncActionBase.h:20
Definition Object.h:95
Definition PrimaryAssetId.h:126