![]() |
UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
|
#include <StreamableManager.h>
Public Attributes | |
| TArray< FSoftObjectPath > | TargetsToStream |
| FStreamableDelegateWithHandle | OnComplete |
| FStreamableDelegateWithHandle | OnCancel |
| FStreamableUpdateDelegate | OnUpdate |
| TAsyncLoadPriority | Priority = UE::StreamableManager::Private::DefaultAsyncLoadPriority |
| bool | bManageActiveHandle = false |
| bool | bStartStalled = false |
| TOptional< FStreamableDownloadParams > | DownloadParams |
Parameters for an async load
[optional] If true, the manager will keep the streamable handle active until explicitly released
[optional] If true, the handle will start in a stalled state and will not attempt to actually async load until StartStalledHandle is called on it
| TOptional<FStreamableDownloadParams> FStreamableAsyncLoadParams::DownloadParams |
[optional] EXPERIMENTAL - If present, will attempt to download necessary packages with IoStoreOnDemand
| FStreamableDelegateWithHandle FStreamableAsyncLoadParams::OnCancel |
[optional] Delegate to call when the load is canceled. Will be called on the next tick or many seconds later
| FStreamableDelegateWithHandle FStreamableAsyncLoadParams::OnComplete |
[optional] Delegate to call when load finishes. Will be called on the next tick if asset is already loaded, or many seconds later
| FStreamableUpdateDelegate FStreamableAsyncLoadParams::OnUpdate |
[optional] delegate that is called periodically as request updates
| TAsyncLoadPriority FStreamableAsyncLoadParams::Priority = UE::StreamableManager::Private::DefaultAsyncLoadPriority |
[optional] Priority to pass to the streaming system, higher priority will be loaded first
| TArray<FSoftObjectPath> FStreamableAsyncLoadParams::TargetsToStream |
Assets to load off disk