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):
| Parameter | Type | Default | Description |
|---|---|---|---|
| Priority | Enum | Normal | Streaming queue priority: Low / Normal / High |
| Allow Sync Fast Path | bool | true | Fire callback this frame if assets are already loaded |
| Deduplicate | bool | true | Join an identical in-flight request instead of starting a new one |
| Retain After Load | bool | false | Keep a hard reference after the callback (prevents GC) |
| Chunk Size | int | 0 | 0 = all at once; N = load in batches of N |
| Timeout Seconds | float | 0 | 0 = no timeout; N = fail after N seconds |
| Debug Name | string | "" | Label shown in logs and the debug overlay |
Load Asset
Load a single soft object reference.
Category: AsyncKit | Load
| Pin | Type | Description |
|---|---|---|
| Asset | TSoftObjectPtr<UObject> | The soft reference to load |
| On Loaded | FAsyncKitLoadedSingle | Delegate — receives the loaded UObject* |
| On Failed | FAsyncKitFailed | Delegate — fires if loading fails or times out |
| Params | FAsyncKitLoadParams | Options (see above) |
| Return | UAsyncKitHandle* | 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
| Pin | Type | Description |
|---|---|---|
| Assets | TArray<TSoftObjectPtr<UObject>> | Array of soft references |
| On Loaded | FAsyncKitLoadedMulti | Receives TArray<UObject*> in input order |
| On Failed | FAsyncKitFailed | Fires if any asset fails or times out |
| Params | FAsyncKitLoadParams | Options |
| Return | UAsyncKitHandle* | Handle |
Load Assets With Progress
Same as Load Assets but adds a periodic progress callback (~every 0.1 s).
Category: AsyncKit | Load
| Pin | Type | Description |
|---|---|---|
| Assets | TArray<TSoftObjectPtr<UObject>> | Array of soft references |
| On Loaded | FAsyncKitLoadedMulti | Fires when all assets are done |
| On Progress | FAsyncKitProgress | Fires periodically with Progress (0–1) and Loaded Count |
| On Failed | FAsyncKitFailed | Fires on failure or timeout |
| Params | FAsyncKitLoadParams | Options |
| Return | UAsyncKitHandle* | 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.
