InventoryItem is the parent class of weaponItem and consumableItem. ConsumableItem is the parent of AmmoItem and HealthItem.
I created Factories for each one of them, so I can go right click->Create Advanced asset and select any of them.
But, once I created several asset objects, can I change the class? if I created a plain InventoryItem asset can I modify it so it’s a WeaponItem or an AmmoItem?
Sorry for not explaining myself correctly. Thanks very much for you reply.
What I wanted is a feature like the one you described for blueprints but for “asset objects”. As you know, you can open any blueprint and re-assign a parent class under class settings, but there’s no such a thing inside the “asset objets” editor.
Having the picker in the constructor is cool but doesn’t address my problem. That’s for construction time not when the asset is already created.
I’ll try to explain myself again, I have a lot of “asset objects” that are BaseItems already created with the parent class, not the children (Weapon, Ammo… etc), and I would like to modify the class to point to the correct one.
I think I found an ugly solution, haven’t had the time to test it, though
Migrate all the assets that will be of the same child class to a new project with the same C++ files but no content.
Modify “+ActiveClassRedirects” in Config/DefaultEngine.ini to point from the parent to the child
Migrate them back in the original project
Repeat for each subclass individually deleting the +ActiveClassRedirects each time