# Runtime skeletal mesh load

**URL:** <https://forums.unrealengine.com/t/runtime-skeletal-mesh-load/273490>\
**Category:** C++\
**Tags:** unreal-engine, Engine-Source-Code, GitHub, UE4-26, question\
**Created:** [January 19, 2022, 11:06am UTC](https://forums.unrealengine.com/t/runtime-skeletal-mesh-load/273490 "2022-01-19T11:06:19Z")\
**Posts on this page:** 1\
**Showing post:** 6

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**Author:** ![midgunner66](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/midgunner66/32/466711_2.png) [@midgunner66](https://forums.unrealengine.com/u/midgunner66)\
**Post date:** [January 19, 2022, 6:50pm UTC](https://forums.unrealengine.com/t/runtime-skeletal-mesh-load/273490/6 "2022-01-19T18:50:02Z")

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You can load new assets at runtime:

> [@](#):
>
> If you need to get a list of the assets, you can use the [asset registry](https://docs.unrealengine.com/4.27/en-US/BlueprintAPI/AssetRegistry/) to scan for and get the assets. [This is a twitter thread about that.](https://mobile.twitter.com/milkyengineer/status/1254999616879071232)

This is code I made that loads user-added sounds at runtime and plays a random one:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/3X/f/f/ff77e7e35e205373cfb077e9d20a0db6269105fe.jpeg)  
Assets can even be added to the game directory at runtime (i.e. they don’t need to exist at game startup).

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