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Overview
J Asset Loader is a World Subsystem that automatically scans and asynchronously loads all Soft Reference assets inside a UObject or UStruct.
It’s designed to handle complex, hierarchical game data—such as characters, items, skills, or missions—safely and efficiently at runtime using Soft References.
Simply pass in a single object or struct, and the system will recursively collect all Soft References and manage the loading and caching process for you.
No additional code is needed—everything is fully accessible through Blueprint.
Whether you’re a programmer, technical artist, or designer using a Blueprint-first workflow, this plugin lets you load runtime assets safely and efficiently—without building your own async system from scratch.
Key Features
Recursive loading of soft references: Automatically scans and loads all Soft References within objects or structs
Blueprint-first workflow: Fully accessible from Blueprint—no C++ required
Automatic caching by requester: Requesters and keys are used to deduplicate and manage caching
Stalled async support: Optionally start async loads in a stalled state and trigger them manually later
Custom cleanup settings: Configure how to handle deleted requesters and control forced GC from Project Settings
Safe from GC: Loaded assets are referenced internally to ensure they stay alive
Plugin Requirements
Unreal Engine 5.4 requires the "StructUtils" plugin to enabled in your project.