Hi everyone,
I’m working on an Unreal Engine 5.5 project using Blueprints only. I’m trying to load a large number of soft-referenced item classes and meshes at runtime using async loading, and store them in a map with their corresponding ItemID
.
The problem I’m running into is keeping track of the ItemID
that was originally associated with each asset when the Async Load Asset
node finishes. Since these async loads are triggered in a loop or queue, by the time the Completed
pin fires, the ItemID
variable has already changed due to later iterations.
I want to be able to:
- Queue up many async load requests
- Ensure each load remembers the
ItemID
it was associated with - Update a
Map<Name, Struct>
with the loaded class or mesh once it’s finished
I understand that I can’t create local variables in the event graph or modify the built-in async nodes to take custom data, so what’s the best way to preserve that ItemID
across the async boundary in Blueprints?
Any Blueprint-only solutions or patterns to simulate this would be greatly appreciated!
Thanks!