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 sLoad Class/Load Classes— soft class reference loadingUAsyncKitHandle— storable handle withGet Progress,Get Status,Get Loaded Assets,Cancel,ReleaseOn Completed/On Cancelledmulticast delegates on the handle- Async nodes —
AsyncKit Load,AsyncKit Load With Progress,AsyncKit Spawn Actorfor 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 —
ChunkSizeparameter for anti-OOM batch loading - Keep-alive ref-counting —
Retain Assets/Release Assets/Release All Retained bRetainAfterLoadflag for automatic retain on load completion- Timeout —
TimeoutSecondsparameter; firesOn Failedand 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.Debugconsole command - Project Settings —
UAsyncKitSettingsunder Game → AsyncLoad Toolkit