Loading a BP class asset without loading the associated textures/meshes it uses?
I want to asynchronously load BP CDOs to access their default UProperty values without also loading the actual texture/mesh/sound assets the components use. I have a procedural generation system that decides what to generate based on configuration properties set inside actor class defaults for each item type. In order to generate a level I need to consider the default UProperty values of a majority of my games actor classes, but obviously it wouldn't be necessary or practical to also load their textures and meshes. Is there an easy way to do this or do I need to take another approach?
asked Aug 29 '17 at 09:08 AM in C++ Programming
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