Blueprint LoadAsset node reuse bug

If you reuse a LoadAsset node in blueprints to load another asset in before it’s completed the load from the initial request then it’ll never complete for the new requests.

For example, if each request has a node like this, then it’s fine

However if you use the node something like this, then “Loaded Asset” will only fire once for the first request.

I’ve attached my maps so you can see yourself, just plug in your own assets to the variables. Also it helps to ensure that the objects aren’t already loaded when running the test to guarantee that the first LoadAsset call is still in progress when the second one is made.

This is a simple example, but my own blueprint has the LoadAsset call within an event that the asset is passed to and currently I have to wait for the existing LoadAsset call to finish before I can process further requests, which isn’t ideal as I’d rather be able to cancel the existing request (which doesn’t seem possible via blueprints) or have it complete for every asset I throw at it.

Andrew