I have a function:
UObject* UGameLibrary::GetAsset(FName path, TSubclassOf<class UObject> BaseClass)
{
return StaticLoadObject(BaseClass, NULL, *path.ToString());
}
Now when i want to load an asset from a blueprint i simply select the class BaseClass in a dropdown menu, but how do i define it in C++?
For example if i want to load a UDataTable how do i write the function call?
GetAsset("/Game/Database/Tables/Items", UDataTable); doesn’t work