Skip to content

Conversation

@EvoPulseGaming
Copy link

/**

  • Get UClass from assets found with AssetManager (Purple Class node)
  • Use this to get Assets by Path, Class Type ect.
  • Use GET ASSET REGISTRY node -> GET ASSETS node -> as your input to this
  • Using correct class checking and casting, this can be used for spawning actors, getting class defaults, using textures, sounds ect.
  • COOKED BUILDS: : Make sure your assets/folders are manually added to cooked build if they are not used directly in Editor.
  • On-the-fly asset list creation or add DLC content, no lookup tables!
    */

Example:
3
1
2
4

/**
* Get UClass from assets found with AssetManager (Purple Class node)
* Use this to get Assets by Path, Class Type ect.
* Use GET ASSET REGISTRY node -> GET ASSETS node -> as your input to this
* Using correct class checking and casting, this can be used for spawning actors, getting class defaults, using textures, sounds ect.
* COOKED BUILDS: : Make sure your assets/folders are manually added to cooked build if they are not used directly in Editor.
* On-the-fly asset list creation or add DLC content, no lookup tables!
*/
@EvoPulseGaming
Copy link
Author

EvoPulseGaming commented Nov 18, 2017

I re-wrote everything as we discussed.
The manual append of _C and lengthy setup in blueprints is no longer required.
Renamed the function to naturally fall in line with "get class..." so its easier to find.
Updated the comments and tooltip to better explain the uses.

Also threw in your DLC idea, as that will draw in just about everyone.

If you want this to work in packaged/standalone, you need to add whatever directory/assets in the "AssetManager" section of project settings

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

1 participant