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[Android] AssetRegistry not working

Hello ! When using the AssetRegsitry with the Android PIE, it isn't working. When using classic (i.e. windows) PIE, it works. I need it for finding maps and textures at runtime. Here is my code (working on windows PIE):

 bool AMainMenuGameMode::IsValidMap(FString Path)
 {
     FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry"); // Initial AssetRegistryModule
     TArray<FAssetData> AssetData; // Found assets Array declaration
     FARFilter Filter; // Assets search filter declaration
     Filter.ClassNames.Add(FName(*UWorld::StaticClass()->GetName())); // Search only for maps...
     Filter.PackagePaths.Add("/Game/Maps"); //...only in the Maps folder
     AssetRegistryModule.Get().GetAssets(Filter, AssetData); // Perform the search
 
     UE_LOG(MenuGMLog, Log, TEXT("Assets found count : %d"), AssetData.Num());
 
     for (auto it : AssetData) // For each found map...
         if (it.PackageName.ToString() == Path) //...if the map's path is equal to the path passed in parameter...
             return true; //...return true to notify this.
 
     return false; // But if no path corresponds to the parameter, return false.
 }

It logs Assets found count : 0, and returns false even if the path exists Is it a bug, or a mistake from me? (Using UE4.7.6 built from github)

PS: Sorry for my bad english

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asked Apr 29 '15 at 11:35 AM in C++ Programming

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Evols
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any one knows??

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answered Feb 23 '18 at 07:38 AM

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jackey7
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