Essentially I want to be able to spawn a filtered set of Blueprint Actors, so that they can execute their own events.
In example, perhaps I make a separate .pak file, and in this is any amount of Blueprints that reference the player, and change variables on the player without any outside interaction. Neither the player nor map which are in a different .pak, reference these Blueprints, so they do not load normally. How do I make them load?
I’ve already used the asset registry to filter the ‘any amount of Blueprints’ that I want to use, by searching paths with “Autorun”. It successfully finds all of them within an Autorun folder. And when printing the assets, their names and directories show as expected. But attempting to actually load/spawn the found Blueprint assets fails.
Is there some better or proper way of “Autorunning” Blueprints no matter the references or what .pak their from I should use instead?
My guess is that the .pak isnt actually loaded in the first place. But I see no way to do that natively with Blueprints.