Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/Engine/AssetManager.h |
Include |
#include "Engine/AssetManager.h" |
Source |
/Engine/Source/Runtime/Engine/Private/AssetManager.cpp |
virtual TSharedPtr< FStreamableHandle > PreloadPrimaryAssets
(
const TArray< FPrimaryAssetId > & AssetsToLoad,
const TArray< FName > & LoadBundles,
bool bLoadRecursive,
FStreamableDelegate DelegateToCall,
TAsyncLoadPriority Priority
)
Preloads data for a set of assets in a specific bundle state, and returns a handle you must keep active. These assets are not officially Loaded, so Unload/ChangeBundleState will not affect them and if you release the handle without otherwise loading the assets they will be freed.
Streamable Handle that must be stored to keep the preloaded assets from being freed
Parameter |
Description |
---|---|
AssetsToLoad |
List of primary assets to load |
LoadBundles |
List of bundles to load for those assets |
bLoadRecursive |
If true, this will call RecursivelyExpandBundleData and recurse into sub bundles of other primary assets loaded by a bundle reference |
DelegateToCall |
Delegate that will be called on completion, may be called before function returns if assets are already loaded |
Priority |
Async loading priority for this request |