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Developing large games often comes with the inherent issue of having a lot of classes/assets in memory at once. If you're targetting console or other limited platforms, managing the loading of these objects is absolutely paramount.


Unreal offers an existing method of deferring this loading through the use of FSoftObjectPaths and FSoftClassPaths, but that requires reuse of handles and a streamable manager - while this approach works, its a pain to mange over a large codebase and quickly becomes unwieldy.


This plugin adds a static loader to your project, with a very very clean integration with both Native and Blueprint.

All you need to do is call the templated Load functions in the FLoader namespace, with a path and lambda callback, and you're good to go!

Technical Details

Features:

  • Easy to use Native namespace for loading paths in C++
  •  Blueprint function library allowing for global loads outside of native

Code Modules:

  •  GlobalLoader - Runtime

Number of Blueprints: 0

Number of C++ Classes: 5

Network Replicated: No, system is replication agnostic

Supported Development Platforms: Windows, Android

Supported Target Build Platforms: Windows, Android

TS
Tom Shinton
All Assets by Author
9.77 
Platforms Android, Windows 64-bit, Windows 32-bit
UE Versions 4.27, 5.0 - 5.1
Tags LOADING, ASYNC, ASYNCHRONOUS, STREAMABLE, SOFTOBJECTPATH, SOFTCLASSPATH
Release date 09.03.2022

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