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How to solve problem of TSoftObjectPtr Get() asset fail in packaged build?

I have a TSoftObjectPtr UIBlueprint property.

It refers to the asset:


However when I load the asset by UIBlueprint.Get(), called during BeginPlay() of an actor component.
it only works in Editor, returning a valid UBlueprint* pointer.
But it always fails in packaged build, returning a nullptr.
How to solve it?

Product Version: UE 4.18
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asked Jan 09 '18 at 03:20 AM in C++ Programming

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avatar image doneykoo Jan 09 '18 at 09:07 AM

update: I've tried following the approach in Unreal Doc: Referencing Assets | Unreal Engine, using codes as:

     UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category=Building)
     TSoftObjectPtr<UStaticMesh> BaseMesh;
     UStaticMesh* GetLazyLoadedMesh()
         if (BaseMesh.IsPending())
             const FSoftObjectPath& AssetRef = BaseMesh.ToStringReference();
             BaseMesh = Cast< UStaticMesh>(Streamable.SynchronousLoad(AssetRef));
         return BaseMesh.Get();

But still, the asset is only loaded successfully in editor play. While fails by just returning a nullptr in packaged game play.

avatar image Noowai Jan 28 '18 at 08:28 PM

I double this question! Been onto it since 4.16, but no luck on how async load should work with c++ yet

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