What's the correct way to load blueprints for packaging ?
I am using this routine to load my BP in c++:
Doing this for all my BP derived objects.
It works well when launched from the editor, but when it comes to packaged game i get various and seemingly random results (working well / object not spawning but game going on / game crash).
In all cases, the error seems to be an access violation.
So my question is: am i doing this correctly ?
If no, what is the correct way ?
Is there any option i should use in editor or in my code or in the configuration files ?
I have already set bDontLoadBlueprintOutsideEditor=false in the DefaultEditor.ini (and made a request so it's set to false by default when creating a project). Anything else ?
asked Nov 08 '14 at 04:42 PM in C++ Programming
Ok, anyone reading this, here is how it should be done, copied from here:
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