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AsyncLoad Toolkit ์ œํ’ˆ ๋“ฑ๋ก์„ ์œ„ํ•œ ๋ฏธ๋””์–ด 1๊ฐœ
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โšก Async Load Toolkit โ€” Async Asset Loading, Anywhere in Blueprint

Async Load Toolkit gives Blueprint the full power of Unreal's streaming system โ€” progress, cancellation, priority, batching and memory control โ€” without a single line of C++.

Drop the plugin in your project and call LoadAssets from anywhere: an Event Graph, a Blueprint Function, a Macro, an Interface. Every request returns a storable Handle you can poll, cancel or re-bind at any time, and the built-in reference counter keeps your assets alive exactly as long as you need them.

Vanilla Blueprint gives you a single fire-and-forget node that only works in the Event Graph, with no progress, no cancel, no batching and no protection against GC. Async Load Toolkit fixes all of it.

๐Ÿ“š Documentation

๐Ÿ’ฌ Discord

๐Ÿ“ฆ LOADING

  • Load a single asset, an array of assets, or soft class references

  • Batch loading on every supported engine version โ€” no Asset Manager setup required

  • Typed loaders โ€” StaticMesh, SkeletalMesh, Texture2D, Material, Sound, AnimSequence, Niagara, DataAsset, Widget Class โ€” no manual casting

  • Synchronous fast path โ€” if assets are already in memory, the callback fires the same frame

  • Explicit synchronous loaders included, clearly marked, for the cases where you want them

๐Ÿงฉ CALLABLE ANYWHERE

  • Delegate-based functions work in Blueprint Functions, Macros and Interfaces โ€” not just the Event Graph

  • Classic async nodes with On Completed / On Progress / On Failed pins for Event Graph use

  • Bind any Custom Event as the completion callback via Create Event

๐ŸŽ›๏ธ FULL CONTROL

  • Storable Handle object โ€” keep it in a variable, poll it, pass it around

  • Real progress 0โ€“1 and loaded/total counts โ€” drive any loading bar

  • Cancel in-flight requests at any time

  • Three priority levels for queue ordering

  • Optional timeout with typed failure reportin

๐Ÿง  MEMORY & PERFORMANCE

  • Reference-counted Retain / Release โ€” assets stay loaded until every system releases them

  • Automatic protection against post-callback garbage collection

  • Request deduplication โ€” identical or in-flight requests join the existing handle instead of reloading

  • Chunked throttling โ€” load thousands of assets in controlled batches with a flat memory footprin

โš™๏ธ QUALITY OF LIFE

  • Set Static Mesh Async / Set Material Async โ€” load and apply in one node, safe against destroyed actors

  • Spawn Actor Async from a soft class reference

  • Query helpers โ€” Is Asset Loaded, Get If Loaded, Are All Loaded

  • Project Settings for global defaults (dedup, fast path, chunk size, timeout)

๐Ÿ” DEBUGGING

  • In-game debug overlay listing every in-flight request

  • Console commands โ€” AsyncKit.Debug, AsyncKit.DumpRetained, AsyncKit.CancelAll

  • Optional request logging and synchronous-load warnings

โš ๏ธ Important Notes

  • Async nodes with multiple execution pins can only be placed in Event Graphs โ€” this is an Unreal Blueprint compiler restriction, not a plugin limitation. The delegate-based functions are provided precisely for Functions, Macros and Interfaces.

  • Asynchronous loading means your logic continues immediately. Anything that consumes the loaded assets must live in the callback, not after the

    loading node.

  • Synchronous loaders block the game thread by design and will hitch. They are included for deliberate use and are clearly marked.

๐Ÿ› ๏ธ Supported Engine Versions
Unreal Engine 5.2 โ€“ 5.8
Blueprint-only projects fully supported โ€” no C++ required

๐Ÿ›  Support

All support is provided after product ownership verification.

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