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BusyRabbit/Plugins/UnrealSharp/Source/UnrealSharpAsync/Private/CSAsyncLoadPrimaryDataAssets.cpp

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#include "CSAsyncLoadPrimaryDataAssets.h"
#include "Engine/AssetManager.h"
void UCSAsyncLoadPrimaryDataAssets::LoadPrimaryDataAssets(const TArray<FPrimaryAssetId>& AssetIds, const TArray<FName>& AssetBundles)
{
UAssetManager& AssetManager = UAssetManager::Get();
AssetManager.LoadPrimaryAssets(AssetIds, AssetBundles, FStreamableDelegate::CreateUObject(this, &UCSAsyncLoadPrimaryDataAssets::OnPrimaryDataAssetsLoaded));
}
void UCSAsyncLoadPrimaryDataAssets::OnPrimaryDataAssetsLoaded()
{
InvokeManagedCallback();
}