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Releases: Pavreally/AsyncDataAssetManager

AsyncDataAssetManager_v1.4.4

30 Dec 11:29

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Update to version 1.4.4.

  • Build version for Unreal Engine 5.7.0+
  • Support has been added for scanning Primary Data Assets contained within a TMap data type during recursion.

AsyncDataAssetManager_v1.4,3

03 Sep 20:59

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Update to version 1.4.3.

  • Build version for Unreal Engine 5.6.0+
  • Added the ability to specify the recursion depth.
  • Added a new function GetDataByClassADAM.

AsyncDataAssetManager_v1.4.2

20 Aug 22:23

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Update to version 1.4.2.

  • Build version for Unreal Engine 5.6.0+
  • Refactored the method for searching nested data assets.
  • Structures and arrays of structures are now checked during recursive data asset loading.

AsyncDataAssetManager_v1.4.1

27 Jun 20:31

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Update to version 1.4.1.

  • Code refactoring and decomposition.
  • Improving code security.
  • Cleaning up the chaos in the DemoFiles folder after the latest patch and putting things in order.
  • Redesign of the data asset loading tag system.
  • Fix for the 'UnloadAllTagsADAM' function — it is now also possible to bulk unload data assets from memory that have only the "None" tag. To unload them, simply do not specify any tags (except array).

AsyncDataAssetManager_v1.4.0

04 Jun 20:24

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  • Build version for Unreal Engine 5.6.0
  • To improve usability and streamline the workflow, tag specification has been changed from FName to FGameplayTag. (Note: FName is still used in core algorithms to ensure maximum performance when processing large datasets.) If a specific tag is not defined, it will default to NONE.
  • Blueprint improvement: a concise name for the subsystem has been added for convenience.
  • Minor adjustments to optional debug notifications.

AsyncDataAssetManager_v1.3.0

17 Dec 21:23

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  • Build version for Unreal Engine 5.5.1
  • Refactoring code and improving its readability.
  • Expanding self-documenting code and enhancing UX.
  • Refined to meet the requirements of a real game project.
  • Added optional debug notification for the completion of recursive loading iteration.
  • Updated the LoadArrayADAM function! Added optional debug notification for the completion of loading all data (works only with LoadArrayADAM and NotifyAfterFullLoaded). If NotifyAfterFullLoaded = true, the OnAllLoaded event will notify you when all data in the array has been fully loaded. The ADAM system will ignore duplicate checks (to prevent accidental unloading of necessary data through another thread), so all Data Asset duplicates with this setting will be controlled by the engine's base system.
  • Added a new delegate OnAllLoadedADAM, which reports the loading of all Data Assets at once. OnAllLoadedADAM works only if the NotifyAfterFullLoaded option is enabled, which is available only in the LoadArrayADAM function.

AsyncDataAssetManager_v1.2-beta.2

09 Dec 18:00

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Patch 1.2.2: Fixed the warning output in the logs after exiting the game if the ADAM array was empty.

AsyncDataAssetManager_v1.2-beta.1

03 Dec 12:15

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  • The typo in the function parameter comment hint has been corrected.

AsyncDataAssetManager_v1.2-beta.0

29 Nov 19:32

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  • Build version for Unreal Engine 5.5.
  • Refactoring and optimization of the code.
  • NEW! Added Support for Recursive Loading. This feature enables recursive loading, meaning if you have a Data Asset that contains other Data Assets, and so on, enabling the recursive loading option will load the entire nested collection into memory. The data will be filtered to prevent duplicate entries.

AsyncDataAssetManager_v1.1-beta.0

28 Nov 18:59

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  • Build version for Unreal Engine 5.5.
  • Refactoring and optimization of the code.
  • Enhanced security for memory resource management.
  • Added the ability to specify a tag for uploaded files.
  • Added a new function UnloadAllTagsADAM, which will unload DataAssets stored in memory by the specified tag.
  • Added a new function GetCollectionByTagADAM, which will display a list of tags stored in the ADAM system (including default tags - NONE) and their total count.