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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include "UObject/PackageReload.h"#include "UObject/ReferenceChainSearch.h"#include "UObject/UObjectHash.h"#include "UObject/GCObject.h"#include "Misc/AssetRegistryInterface.h"#include "Misc/ScopedSlowTask.h"#include "UObject/Package.h"#include "UObject/Linker.h"#include "Templates/Casts.h"#include "UObject/UObjectIterator.h"Namespaces | |
| namespace | PackageReloadInternal |
Checks to see if a package has been loaded, and if so, unloads it before loading it again. Does nothing if the package isn't currently loaded.
| InPackageToReload | Pointer to the package to reload (pointer will become invalid if the package is reloaded successfully). |
| InLoadFlags | Flags controlling loading behavior for the replacement package. |
| void ReloadPackages | ( | const TArrayView< FReloadPackageData > & | InPackagesToReload, |
| TArray< UPackage * > & | OutReloadedPackages, | ||
| const int32 | InNumPackagesPerBatch = 1 |
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| ) |
Given an array of packages, checks to see if each package has been loaded, and if so, unloads it before loading it again. Does nothing if the package isn't currently loaded.
| InPackagesToReload | Array of packages to reload. |
| OutReloadedPackages | Array of new package pointers. An entry will be present for every item from InPackagesToReload, however they may be null. |
| InNumPackagesPerBatch | The number of packages to process before running a pointer fix-up and GC. More packages per-batch will process faster, but consume more memory. |