Goal: Load massive assets (like 4K textures or skeletal meshes) in the background without freezing the main thread.
- Include
Engine/AssetManager.hin your class. - Get the singleton:
UAssetManager& AssetManager = UAssetManager::Get(); - Define a
FSoftObjectPathpointing to your asset. - Call
AssetManager.GetStreamableManager().RequestAsyncLoad(), passing a delegate callback to execute when the memory is ready.
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