Ensure condition failed: NULL != NewGeneratedClass when trying to use an Anim Blueprint Asset ID to set a mesh's Anim Instance Class
I can't seem to use Set Anim Instance Class correctly using an Anim Blueprint Asset ID for an AnimBlueprint read in from a data table. I'm using C++ for the data table so I'll include the relevant code too.
When I run my game I get this Call Stack
I'll go from the DataTable forwards to the Blueprint code.
DataTable CSV File
I then transfer the data to a CharacterProfile class
UtilityClass.cpp - createDefaultCharacter() function
Create character and set mesh from a SkeletalMesh read in from the data table
Attempt to set the Anim Instance Class for that mesh from value read in from data table
Any help would be greatly appreciated, thanks!
It turns out I wasn't using TAssetPtr's correctly. I had another read of the documentation Matthew provided and I made a bad assumption that TAssetPtr would automatically load the asset the first time that it was referenced.
Instead you have to load it somewhere else or via TAssetPtr.LoadSynchronous().
The animation still doesn't apply but I consider that a separate problem with my code.
I no longer get the condition failure so I'm happy to end it here.
answered Jan 22 '16 at 12:15 PM
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