Asset Action Utility: Blueprint Issues

Hello, I am trying to make a scripted asset action. (It’s not important to the issue, but it’s function is to convert heightmap stamps from one system to another, so it reads the data from one blueprint asset, creates a new one, and copies the relevant data to the new one).

Issue 1: The Scripted Asset Action doesn’t show up as an option unless I add “Actor” as a supported class.


Despite the parent class added to the ‘Supported Classes’ list and ‘Is Action for Blueprints’ being checked, the script doesn’t show as an option for the child asset


…but it does show up if ‘Actor’ is


But it doesn’t matter, because the cast to the parent class fails so I can’t access any of the data I need in the class. I have over 600 children of this blueprint, so setting the class to each of them isn’t very useful [edit: the menu option doesn’t show even if I add that exact class to ‘supported classes’]

Anything noticeable that I’m doing wrong? I have made similar scripts just fine before, so this just feels broken

Issue 2: Can’t cast duplicated or generated assets
Well I can’t get the data I need from the original files, and I also can’t assign it to the files I’m creating. The way I have done this in the past is to create a blueprint of the type I want to make with default values, use the ‘duplicate asset’ node to make a copy of it, cast to the type, and assign the data I need. I can’t even cast a duplicated asset to its own parent.