Hi to all, I’m a beginner with Unreal Development:
I need to load an asset at “runtime” (like: 3d model file and texture) from “File System”, place it under local content folder (for example: “/Game/”) and use it after.
I’ve tried to execute the following code and it gives me an exception if I launch the game with its process:
FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked<FAssetToolsModule> ("AssetTools");
TArray<UObject*> ImportedObjects = AssetToolsModule.Get().ImportAssets("/Game/"); // CRASH HERE
// Rest of code
Please could you give me a sample code or an alternative way to do it!
I think the issue is that if you were allowed to load assets at run time with ue4, the user could use copy-written material and it would get Epic in trouble. It also opens the possibility of a “SQL Injection” type of attack on the game.
I get that this is a little late, but how does people loading copywritten material into games get Epic in trouble? People can already do that in the editor.