UGantryExperienceStage_LoadAssets
Loads a list of assets with tracked progress, for the loading screen.
Add it to an experience's Stages, fill in Assets To Load, and give it a Display Name such as "Environment" for the loading screen. The loads are tracked (UGantryAssetManager's RequestAsyncLoadTracked), so a loading screen sees a named load scope with real counts, whatever the project's asset manager class is.
- Inherits
UGantryExperienceStage
Properties
| Property | Type | Default | Description |
|---|---|---|---|
AssetsToLoad read-only | TArray<FSoftObjectPath> | Assets to pull in before the experience is considered ready. | |
DisplayName read-only | FString | Name shown while this stage runs, e.g. "Environment". Empty shows "Loading content". |
C++
Public C++ members that Blueprint does not see.
GetStageDisplayName_Implementation
virtual FString
Returns DisplayName, or "Loading content" when it is empty.
GetStageTag_Implementation
virtual FGameplayTag
Returns Gantry.Experience.Stage.LoadAssets.
BeginStage
virtual void
Requests AssetsToLoad as one batch tracked under the run's load scope.
Finishes successfully once every listed asset is in memory; fails if the request is cancelled or any path does not resolve to an object, naming the misses in the log.