AssetManager not working

I am trying to implement the Asset manager (primarly to handle gameplay tags) but it does not seems to be working… I followed a tutorial but for some reason, mine is not firing…

project name = Name

header file

public:
	UAssetManager() { };
	virtual void StartInitialLoading() override;

cpp file

void UAssetManager::StartInitialLoading()
{
	Super::StartInitialLoading();
	UAbilitySystemGlobals::Get().InitGlobalData();
	UE_LOG(LogTemp, Warning, TEXT("Asset Manager"));
}

The logic would be to have a log that says “Asset Manager”
but nothing happen…

DefaultEngine.ini file

[/Script/Engine.Engine]
AssetManagerClassName=/Script/ProjectName.AssetManager

I sm lost here, what do I got wrong?

I know this is old, but this came up in my search, so for anyone else coming here please be aware that when the Editor starts up this will get called, you won’t see it when you start playing in Editor, but when your project opens.

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