# Textures not visible when packaged but visible in PIE

**URL:** <https://forums.unrealengine.com/t/textures-not-visible-when-packaged-but-visible-in-pie/44768>\
**Category:** C++\
**Tags:** unreal-engine\
**Created:** [October 15, 2015, 3:29pm UTC](https://forums.unrealengine.com/t/textures-not-visible-when-packaged-but-visible-in-pie/44768 "2015-10-15T15:29:43Z")\
**Posts on this page:** 1\
**Showing post:** 3

<div class="post-metadata">

**Author:** ![Jerry.Richards](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Jerry.Richards](https://forums.unrealengine.com/u/Jerry.Richards)\
**Post date:** [October 15, 2015, 9:18pm UTC](https://forums.unrealengine.com/t/textures-not-visible-when-packaged-but-visible-in-pie/44768/3 "2015-10-15T21:18:58Z")

</div>

This works:

```auto

UTexture2D* UMyGameInstance::LoadTexture(TAssetPtr<UTexture2D> Asset)
{
    return Asset.LoadSynchronous();
}

```

So instead of using FStreamableManager, TAssetPtr::LoadSynchronous works the best. Actually, it appears to work really well.

And if you’re inclined to read up on loading assets, I’d like to suggest the following:

> **[Referencing Assets](https://docs.unrealengine.com/5.2/en-US/referencing-assets-in-unreal-engine/)**
>
> Control how an asset is referenced and loaded into memory.

[https://docs.unrealengine.com/latest/INT/Programming/Assets/AsyncLoading/index.html](https://docs.unrealengine.com/latest/INT/Programming/Assets/AsyncLoading/index.html)

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

And what has become my personal favorite:

> **[TAssetPtr](https://docs.unrealengine.com/5.2/en-US/API/Runtime/CoreUObject/UObject/TAssetPtr/)**
>
> Not deprecating these yet as it will lead to too many warnings in games

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