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UObject asset not fully loaded in editor

I created a custom UObject asset that saves other UProperties in the asset; Now I created a custom K2 node that should add input and output nodes for the blueprint. Now the problem is that as soon as ReallocatePinsDuringReconstruction() gets called in the K2Node all UProperties in the selected asset are null; This only happens if the asset wasn't loaded before; is there a way to make sure that all properties of an asset are loaded?

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asked Mar 05 '16 at 09:35 PM in C++ Programming

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MatzeOGH
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avatar image MatzeOGH Mar 05 '16 at 09:36 PM

the weird thing is that IsValidLowLevel() returns true

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never mind I solved it.

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answered Mar 06 '16 at 04:21 PM

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MatzeOGH
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