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Get UClass from assets found with AssetManager (Purple Class node) #40

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20 changes: 20 additions & 0 deletions Source/VictoryBPLibrary/Private/VictoryBPFunctionLibrary.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -5748,5 +5748,25 @@ static void TESTINGInternalDrawDebugCircle(const UWorld* InWorld, const FMatrix&
}


// Get UClass from asset in AssetRegistry
TArray<UClass*> UVictoryBPFunctionLibrary::GetClassFromAssetData(TArray<FAssetData>& InAssetData)
{
TArray<UClass*> ClassArrayOut;
ClassArrayOut.Empty();
// Iterate over retrieved blueprint assets
for (FAssetData asset : InAssetData)
{
FString ObjPath = asset.ObjectPath.ToString().Append("_C");
UE_LOG(LogTemp, Warning, TEXT("Object path is : %s"), *ObjPath);
UE_LOG(LogTemp, Warning, TEXT("Trying to return BPClass!"));

//Get UClass
ClassArrayOut.Add(StaticLoadClass(UObject::StaticClass(), NULL, *ObjPath, NULL, LOAD_None, NULL));
}

return ClassArrayOut;

}


#undef LOCTEXT_NAMESPACE
15 changes: 15 additions & 0 deletions Source/VictoryBPLibrary/Public/VictoryBPFunctionLibrary.h
Original file line number Diff line number Diff line change
Expand Up @@ -34,6 +34,9 @@
//#include "Engine/Texture2D.h"
#include "DDSLoader.h"

//GetClassFromAssetData
#include "Runtime/AssetRegistry/Public/AssetData.h"

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

#include "VictoryBPFunctionLibrary.generated.h"
Expand Down Expand Up @@ -2002,5 +2005,17 @@ static FString AppendMultiple(FString A, FString B);

//~~~ Mhousse ~~~

/**
* 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!
*/

UFUNCTION(BlueprintCallable, Category = "Victory BP Library|Misc")
static TArray<UClass*> GetClassFromAssetData(UPARAM(ref) TArray<FAssetData>& InAssetData);

};

3 changes: 2 additions & 1 deletion Source/VictoryBPLibrary/VictoryBPLibrary.Build.cs
Original file line number Diff line number Diff line change
Expand Up @@ -30,7 +30,8 @@ public VictoryBPLibrary(ReadOnlyTargetRules Target) : base(Target)
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core"
"Core",
"AssetRegistry"

// ... add other public dependencies that you statically link with here ...
}
Expand Down