In this case I’m trying to set a FStreamableDelegate from Blueprints that it not possible to do directly because I it’s a static delegate.
The code comes from a BlueprintFunctionLibrary class
UFUNCTION(BlueprintCallable, Category = "Resources Loading")
static void LoadAssetAsync(TAssetPtr<UObject> asset, FStreamableDelegate& delegateToCall, TAsyncLoadPriority Priority);
void UResourcesLoader::LoadAssetAsync(TAssetPtr<UObject> asset, FStreamableDelegate& delegateToCall, TAsyncLoadPriority Priority)
{
if (asset.IsPending())
{
const FStringAssetReference& aRef = asset.ToStringReference();
UAssetManager::GetStreamableManager().RequestAsyncLoad( aRef, delegateToCall, Priority);
}
}
What’s the best way to do it?
Should I use LatentInfo like *UGameplayStatics::LoadStreamLevel() *?