Blueprint Node 'Async Load Asset'

Hi,
I used Blueprint Node ‘Async Load Asset’.
This node has ‘Object’ in Outputs.
Is ‘Object’ always valid ? or… Do i need check valid ?

(I use version 4.12)

Thanks.

Usually, nodes that can potentially gives you invalid object (like casting) have a second pin for the failing execution branch of the code.

Moreover, unless you set the asset to be loaded not by hand but with some indirect/procedural/automatic way trough some bp logic (and i can’t see how like now, but maybe it is possible) the asset chosen should be always valid because the editor make you choose from any asset in the project.

The only think you need to do is to cast de object to the correct asset type to use it correctly, unless you are using the node just to preload the asset before using it.

Does this node work correctly in your project?

I mean, i’m trying to load asynchronously a heavy mesh as a test as i described here, but the node seems not working asynchronously, the game freeze until the mesh is loaded.

Any suggestion?