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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