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Load Functions

All functions listed here are in the AsyncKit | Load category in Blueprint. They are non-latent and work anywhere — function graphs, macros, interfaces, and event graphs.

Common parameters

Every load function accepts a FAsyncKitLoadParams struct (shown as Params in Blueprint, collapsed under Advanced):

ParameterTypeDefaultDescription
PriorityEnumNormalStreaming queue priority: Low / Normal / High
Allow Sync Fast PathbooltrueFire callback this frame if assets are already loaded
DeduplicatebooltrueJoin an identical in-flight request instead of starting a new one
Retain After LoadboolfalseKeep a hard reference after the callback (prevents GC)
Chunk Sizeint00 = all at once; N = load in batches of N
Timeout Secondsfloat00 = no timeout; N = fail after N seconds
Debug Namestring""Label shown in logs and the debug overlay

Load Asset

Load a single soft object reference.

Category: AsyncKit | Load

PinTypeDescription
AssetTSoftObjectPtr<UObject>The soft reference to load
On LoadedFAsyncKitLoadedSingleDelegate — receives the loaded UObject*
On FailedFAsyncKitFailedDelegate — fires if loading fails or times out
ParamsFAsyncKitLoadParamsOptions (see above)
ReturnUAsyncKitHandle*Handle for progress / cancel
Load Asset
Asset ──▶ MyMeshSoftRef
On Loaded ──▶ [Create Event] → Use Mesh
On Failed ──▶ [Create Event] → Log Error

Load Assets

Load an array of soft object references. On Loaded fires once, after all assets are ready.

Category: AsyncKit | Load

PinTypeDescription
AssetsTArray<TSoftObjectPtr<UObject>>Array of soft references
On LoadedFAsyncKitLoadedMultiReceives TArray<UObject*> in input order
On FailedFAsyncKitFailedFires if any asset fails or times out
ParamsFAsyncKitLoadParamsOptions
ReturnUAsyncKitHandle*Handle

Load Assets With Progress

Same as Load Assets but adds a periodic progress callback (~every 0.1 s).

Category: AsyncKit | Load

PinTypeDescription
AssetsTArray<TSoftObjectPtr<UObject>>Array of soft references
On LoadedFAsyncKitLoadedMultiFires when all assets are done
On ProgressFAsyncKitProgressFires periodically with Progress (0–1) and Loaded Count
On FailedFAsyncKitFailedFires on failure or timeout
ParamsFAsyncKitLoadParamsOptions
ReturnUAsyncKitHandle*Handle
Load Assets With Progress
On Progress ──▶ Set Progress Bar Percent (Progress pin)
On Loaded ──▶ Hide Progress Bar

Load Class

Load a single soft class reference.

Category: AsyncKit | Load

Identical to Load Asset but accepts a TSoftClassPtr<UObject>. The On Loaded callback receives the loaded UClass* cast to UObject* — cast it in Blueprint to use it.


Load Classes

Load an array of soft class references. On Loaded fires once all classes are ready.

Category: AsyncKit | Load


Async Nodes (Event Graph only)

For Event Graph usage with execution pins, use the AsyncKit Load and AsyncKit Load With Progress nodes instead. See Function vs. Node for the trade-offs.

AsyncKit Load async node