Here’s an example:
`[2025.04.24-16.53.57:101][ 0]LogGameFeatures: Warning: Printing PreLoading asset list in Game feature Core_Progression
[2025.04.24-16.53.57:102][ 0]LogGameFeatures: Warning: PreLoading asset ProgressionDefinition:Progression.Key.S.P
[2025.04.24-16.53.57:102][ 0]LogGameFeatures: Warning: PreLoading asset ProgressionDefinition:Progression.Key.S.D
[2025.04.24-16.53.57:102][ 0]LogGameFeatures: Warning: PreLoading asset ItemDefinition:Item.C.R
[2025.04.24-16.53.57:102][ 0]LogGameFeatures: Warning: PreLoading asset ItemDefinition:Item.C.G
[2025.04.24-16.53.57:102][ 0]LogGameFeatures: Warning: PreLoading asset GameFeatureData:Core_Progression
[2025.04.24-16.53.57:107][ 0]LogGameFeatures: Warning: FGameFeaturePluginState_Loading About to transition to Loaded for Game Feature Core_Progression
[2025.04.24-16.54.02:196][ 0]LogGameFeatures: Warning: BundleHandle still valid when setting transition to loaded for Core_Progression, Loading In Progress 0, UseAsyncLoading: 0
[2025.04.24-16.54.02:953][ 0]LogGameFeatures: Warning: Calling DumpLoadedAssetState before SetTransition loaded for Core_Progression
[2025.04.24-16.54.03:418][ 0]LogAssetManager: =========== Asset Manager Loaded Asset State ===========
[2025.04.24-16.54.03:419][ 0]LogAssetManager: Type GameFeatureData:
[2025.04.24-16.54.03:420][ 0]LogAssetManager: Core_CombatStats: loaded, (Core)
[2025.04.24-16.54.03:420][ 0]LogAssetManager: Core_GameLoop: loaded, (Core)
[2025.04.24-16.54.03:420][ 0]LogAssetManager: Core_Mastery: loaded, (Core)
[2025.04.24-16.54.03:420][ 0]LogAssetManager: Core_Progression: loaded, (Core)
[2025.04.24-16.54.03:420][ 0]LogAssetManager: Type ItemDefinition:
[2025.04.24-16.54.03:420][ 0]LogAssetManager: Item.C.G: pending load, (Core)
[2025.04.24-16.54.03:420][ 0]LogAssetManager: Item.C.R: pending load, (Core)
[2025.04.24-16.54.03:420][ 0]LogAssetManager: Type ProgressionDefinition:
[2025.04.24-16.54.03:420][ 0]LogAssetManager: Progression.Key.S.D: pending load, (Core)
[2025.04.24-16.54.03:421][ 0]LogAssetManager: Progression.Key.S.P: pending load, (Core)`
For an example of the Core bundle. The item definition has this property:
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = “Inventory”, meta = (AssetBundles = “Core”))
TSoftClassPtr<AMKTItem> Item;