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Changelog

v1.0.0​

Initial release — UE 5.2, 5.3, 5.4, 5.5, 5.6, 5.7

Features​

  • Load Asset / Load Assets — non-latent delegate-based load functions usable anywhere in Blueprint (function graphs, macros, interfaces, event graphs)
  • Load Assets With Progress — periodic 0–1 progress callback, ~every 0.1 s
  • Load Class / Load Classes — soft class reference loading
  • UAsyncKitHandle — storable handle with Get Progress, Get Status, Get Loaded Assets, Cancel, Release
  • On Completed / On Cancelled multicast delegates on the handle
  • Async nodes — AsyncKit Load, AsyncKit Load With Progress, AsyncKit Spawn Actor for Event Graph use
  • Sync fast path — callback fires same frame when all assets are already in memory
  • Deduplication — identical in-flight requests are merged; all callers receive a single On Loaded
  • Chunked loading — ChunkSize parameter for anti-OOM batch loading
  • Keep-alive ref-counting — Retain Assets / Release Assets / Release All Retained
  • bRetainAfterLoad flag for automatic retain on load completion
  • Timeout — TimeoutSeconds parameter; fires On Failed and cancels the handle
  • Helpers — Spawn Actor Async, Set Static Mesh Async, Set Material Async
  • Query functions — Is Asset Loaded, Get If Loaded, Are All Loaded
  • Debug — Get Active Request Count, Get In Flight Assets, AsyncLoadToolkit.Debug console command
  • Project Settings — UAsyncKitSettings under Game → AsyncLoad Toolkit