TSoftObjectPtr referenced assets not packaged
So I am pretty sure this is an engine bug, but I wanted to make sure I'm not doing somthing wrong before creating a bug report. Basically the issue seems to be that an asset referenced via TSoftObjectPtr is not included in a packaged build if it is set via C++ in the constructor, it does however work when the pointer is set through the defaults panel of a child blueprint class.
This is what my code looks like:
In a packaged build the string path in the reference is set, however trying to load it results in this warning in the log:
The issue is not that the pointer isn't a UPROPERTY, neither that I'm referencing an asset that does not exist outside of editor builds. It does work when I assign the asset via the defaults panel in the child blueprint class, it also works when I use a hard pointer in C++.
asked Mar 19 '19 at 12:47 PM in C++ Programming
You will need to add the directory to be cooked in the DefaultGame.ini (can be done in Project Settings). You will need to add the folder that the asset is in:
The code is not scanned for any references so according to the Engine, the assets are not references anywhere so you will need to manually do it.
answered Mar 19 '19 at 04:24 PM
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