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Some guidence on Asynchronous Asset Loading

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    Some guidence on Asynchronous Asset Loading

    Hello everyone am trying to setup AAL / solve a issue am having.
    The issue is that unrefrenced content is not beeing loaded at runtime.

    From what i have been able to gather so far is that it all comes down to Asynchronous Asset Loading.
    Now i have some qustions about this, couple of months back i had a issue with weapon not loaded server side/ standalone client.
    Using a String refrence and StaticLoadObject, thank you to Rama for the wiki Dynamic Load Object i was able to solve that then.

    Now i have a item list in a singelton class implemented more or less like this (thanks again Rama) Wiki link.

    Just so everyone know what am working with here one of the members.
    	// Array of General Crafting Recipts Data Tabels index == crafting skill level -1
    	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data Singelton, Data Tabels")
    		TArray<TAssetPtr<UDataTable> > GeneralCraftingRecipts;
    Ok so the problems am having is that this data is never available in my standalone build or in PiE.
    Except if i double click on the data tabel assets BEFORE i run PiE and it will be loaded at runtime, (never in standalone only in PiE).

    So reading this twice now and i stile not sure i understand it, that doc is realy confusing to me.

    Also there was a thread on some of this related to modular pawns.
    But with no offence to the author i think it was very hard to follow due to lack of code comments.

    So i was hoping someone was able to dumb it down a bit.
    Or maybe confirm or disconfirm that am on the right path here.
    If anyone have some experience with a similar problem, i love to have a chat.

    Also here is a AnswerHub post i did on this subject as well.

    Aprichiate any tips and trick you are willing to share.



    Ok so i more or less solved this issue by in essence using

    With the String Refrence of the TAssetPtr.
    If the
    TAssetPtrObject->IsValidLowLevel() == false;

    Like the doc say i know i was doing something wrong.
    Am just wondering am not using the FStreamableManager at this point.

    What is the down sides to this?
    Last edited by WCode; 01-03-2015, 06:28 AM.


      Anyone have any input on this?
      Am just wondering am not using the FStreamableManager at this point.

      What is the down sides to this?


        I think the main benefit of using FStreamableManager is that you can load the content asynchronously if your game allow. Also you can pass a FStringAssetReference directly and load it synchronously if you want.