Hello,
I used a FStreamableManager to load a Tarray of FSoftObjectPath.
TArray<FSoftObjectPath> Lib00SoftObjectPaths;
Streamable.RequestAsyncLoad(Lib00SoftObjectPaths, FStreamableDelegate::CreateUObject(this, &AYagUIBranchMain::FillCircle00));
Now i’m in the delegate and would like to spawn those loaded objects.
They are all blueprint assets.
The problem is that when trying to get the class for the UWorld::SpawnActor function, the only thing i could find was this:
Lib01SoftObjectPaths[i].ResolveObject()->GetClass()
But this always gives the same class “Blueprint”, and SpawnActor doesn’t want to spawn that.
Any advice on how i should proceed ?
Thanks
Cedric