AssetManager.LoadPrimaryAssetsWithType
AssetManager.LoadPrimaryAssetsWithType
#Overview
name: AssetManager.LoadPrimaryAssetsWithType
This variable is created as a Console Variable (cvar).
- type:
Cmd
- help:
Loads all assets of a given type
It is referenced in 2
C++ source files.
#Summary
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/AssetManager.cpp:5048
Scope: file
Source code excerpt:
// Cheat command to load all assets of a given type
static FAutoConsoleCommandWithWorldAndArgs CVarLoadPrimaryAssetsWithType(
TEXT("AssetManager.LoadPrimaryAssetsWithType"),
TEXT("Loads all assets of a given type"),
FConsoleCommandWithWorldAndArgsDelegate::CreateStatic(
[](const TArray<FString>& Params, UWorld* World)
{
if (Params.Num() == 0)
{
#Loc: <Workspace>/Projects/Lyra/Source/LyraGame/GameModes/LyraGameMode.cpp:209
Scope (from outer to inner):
file
function void ALyraGameMode::HostDedicatedServerMatch
Source code excerpt:
// Search for the matching experience, it's fine to force load them because we're in dedicated server startup
ULyraAssetManager& AssetManager = ULyraAssetManager::Get();
TSharedPtr<FStreamableHandle> Handle = AssetManager.LoadPrimaryAssetsWithType(UserExperienceType);
if (ensure(Handle.IsValid()))
{
Handle->WaitUntilComplete();
}
TArray<UObject*> UserExperiences;