I wish, however, both SpawnableEnemies[ListIndex].GetAsset()->GetClass() and SpawnableEnemies[ListIndex].GetClass() return just “Blueprint” instead of the desired class.
However, I ran the PrintAssetData function which logged a lot more for me:
LogAssetData: FAssetData for /Game/TwinStick/Gameplay/Enemies/BaseEnemyBP_Molten.BaseEnemyBP_Molten
LogAssetData: =============================
LogAssetData: PackageName: /Game/TwinStick/Gameplay/Enemies/BaseEnemyBP_Molten
LogAssetData: PackagePath: /Game/TwinStick/Gameplay/Enemies
LogAssetData: AssetName: BaseEnemyBP_Molten
LogAssetData: AssetClass: Blueprint
LogAssetData: TagsAndValues: 12
LogAssetData: GeneratedClass : BlueprintGeneratedClass'/Game/TwinStick/Gameplay/Enemies/BaseEnemyBP_Molten.BaseEnemyBP_Molten_C'
LogAssetData: ParentClass : Class'/Script/Winstick.WSNPC'
LogAssetData: NativeParentClass : Class'/Script/Winstick.WSNPC'
LogAssetData: ClassFlags : 12847124
LogAssetData: BlueprintType : BPTYPE_Normal
LogAssetData: IsDataOnly : False
LogAssetData: FiBData : *Lots of unreadable symbols*
LogAssetData: NumReplicatedProperties : 0
LogAssetData: NativeComponents : 2
LogAssetData: BlueprintComponents : 0
LogAssetData: BlueprintPath : BaseEnemyBP_Molten
LogAssetData: ImportedNamespaces : ()
LogAssetData: ChunkIDs: 0
LogAssetData: PackageFlags: 262144
I’m pretty sure I should be able to use PackageName.