Hello,
I believe I found a bug, but do not want to report the bug until either I obtain some time to adhere to the preliminary information (reproducing, different project setup, etc) the bug report requests us to do, or, someone here can attest to this issue/test this issue/etc. The original post was submitted in the Blueprint Forums 2019-10-22 with very little views and no answers. The original post with images is located here: AssetManager.GetPrimaryAssetIDList Produces Inconsistent Results Between PIE and Standalone Game - Blueprint - Unreal Engine Forums
Perhaps someone with some serious knowledge of the Asset Manager sub-system can chime in.
I created a BP base class APlaneBase inheriting direclty from Pawn. All classes lower are direct descendants of APlaneBase (I have four of them). Inside a folder, I store these four children. The asset manager is configured shown below in an image, as well as the GameInstance BP where I perform an Async Load against this Primary Asset ID List.
In GameInstance.INIT(), I grab the single defined Primary Asset ID List from the AssetManager called PlayerPlanes set with a BaseClass of ACTOR (NOT APlaneBase), and Asynchronously load list contents as Object Class References to store and reference later (I do this for a plane selection screen).
Using PIE modes work fine. However, when trying to use Standalone Game, this feature does not work. I traced it all the way back to the AssetManager.GetPrimaryAssetIDList node NOT returning a list. I then went online and tried to find what I was potentially doing wrong; perhaps a setting I was missing, or another person with the same issue. I did not find anything on AnswerHub, in the Forums, anywhere. So I posted an entry in the BP forums with no help in 10 days.
I did however figure out what was causing the difference in behavior between PIE and Standalone Game. In the AssetManager setup, if I changed the BaseClass from Actor to APlaneBase, the PIE continued to work, and magically, the Standalone Game started to work. I lean on this being both a bug (because of its inconsistency) and perhaps I’m not using this correctly (am I required to go all the way down to the most common level for all assets listed in a Primary Asset List definition? I wouldn’t think so… Each of the four planes are direct descendants of APlaneBase, which Inherits from Pawn, which Inherits from Actor…).
I am using UE 4.22.2.
Thanks.
-Erol
GameInstance: