Async Load primary asset class won't work after packing!
I have three levels(level1,level2,level3) and a loadingLevel, Default map is level1. Each level will asyn load a primary asset class and spawn it on the begin player section. Level1 is a cube_blueprint, level2 is a cone_blueprint, level3 is a Cylinder_Blueprint.
This all works fine in editor mode. But none of thie level will spawn any bp after a shipping or develpment build. I have alreay uncheck is editor only in the asset manager section of project setting. Please Help me! thanks! (sorry about my english.)
I have attached a project which can show my case.link text
Hello luochuanyuewu, to use the AssetManager in production you need to make sure your classes implement GetPrimaryAsset as described in the documentation. In your example project you are using normal Actor blueprints, which do not implement that function. To do this you must make a c++ class that implements that function. You have two options to get this working:
Using the asset manager without making any native classes is currently not possible, but we may add support for it in a future version.
answered Sep 29 '17 at 07:16 PM
In case it helps you or someone else, here's a working solution in C++ without using the GetPrimaryAsset thing (i opened a BR for a different problem and finaly figured out it was the same old problem again, see my final answer).
answered Dec 06 '17 at 07:09 PM
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