#pragma once #include "Engine/AssetManager.h" #include "SaltyAssetManager.generated.h" // The project's asset manager. It exists from step 1 for one reason: UAbilitySystemGlobals::InitGlobalData must be // called once at startup or ability target data will not serialise, and the asset manager's initial load is the // engine's sanctioned place to do it (Docs/Spec/Architecture.md, Gotchas). Definition types are registered for // scanning in DefaultGame.ini as the steps that define them land. UCLASS() class SALTY_API USaltyAssetManager : public UAssetManager { GENERATED_BODY() public: virtual void StartInitialLoading() override; };