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?