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TSoftClassPtr/TSoftObjectPtr Construction problem

I have system for loading assets/classes and letting other systems know that asset has been loaded. Problem is that when i use TSoftClassPtr or TSoftObjectPtr constructor as follow:

 FString classPath = restoredData.actorClassPath;
 TSoftClassPtr<AActor> classPtr = TSoftClassPtr<AActor>(FSoftObjectPath(classPath));

week pointer that is created is nullptr. alt text

Same things happens for TSoftClassPtr construction. Now, when my loading system get load callback, i save all pointers so they are not deallocated. Hence assets are loaded in memory, yet the week pointer constructed this way is invalid. Sure, i can do

 classPtr.LoadSynchronous();

and be done with it but its extra cast() and im just curious why this is not working as it should(at least I think, it should). I'll be grateful for tips.

Product Version: UE 4.18
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ptrproblem.png (18.7 kB)
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asked Jan 22 '18 at 07:10 PM in C++ Programming

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SerzaNT
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