Blueprint asset AsyncLoading
In case requesting async loading for a blueprint asset which contains multiple UPROPERTY assets' hard reference (pointers of skeletal mesh, soundcues, particlesystem, etc..)
Does the completion of async loading include the completion of loading those referenced assets, or just the blueprint asset itself ?
Any answer would really help me. Thanks
asked Jun 09 '15 at 03:20 AM in C++ Programming
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