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Asset Registry can't find files.

I'm trying to find assets of a type and decided the asset registry would be a better way than to have a massive array of "loaded assets" The trick is that I'm not actually getting any results back from the Asset Registry. I tried looking for something basic and got the

    //Load the module
     FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry");
     //Setup output array
     TArray<FAssetData> AssetData;
     //Get the asset Registry and find assets of type RWallTile, store in AssetData, include subclasses
     AssetRegistryModule.Get().GetAssetsByClass(ARWallTile::StaticClass()->GetFName(), AssetData,true);
     //Output the result for testing
     UE_LOG(LogTemp, Warning, TEXT("Found %d Assets of type %s"),AssetData.Num(), *ARWallTile::StaticClass()->GetFName().ToString());

This results in the following being output

 LogTemp: Warning: Found 0 Assets of type RWallTile
Product Version: UE 4.17
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asked Apr 02 '18 at 07:02 PM in C++ Programming

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Are you sure the call to ARWallTile::StaticClass()->GetFName() is giving you what you want? I use Asset Registry heavily in my game and I usually just hard-code the names of the classes I want to find. I've noticed that Asset Registry wants the class name to be the name of the class without the "A", "U", "S", "F", etc prefix.

So since you're looking for all assets of type ARWallTile, pass in the string "RWallTile" into the asset registry call. That's how I do it in my game and it works fine.

Though, I do have issues with asset registry and standalone builds of my game. You may want to make sure the assets you want to load are actually being cooked and packaged when you ship your build, otherwise you end up with bugs like this one.

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answered Jan 13 '19 at 08:06 PM

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Watercolor Games
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avatar image Justin.Dooley Jan 15 '19 at 02:33 PM

Thanks for the reply. I've actually abandoned this approach a few months ago. Instead we went with a slightly more restrictive approach of having a specific naming convention. Then we parse the name and can identify an asset that way.

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