Change StaticMesh runtime via C++

Turns out that asset must be like auto WidgetAsset = ConstructorHelpers::FObjectFinder<UUserWidget>?

Something like that?

In constructor:



auto WidgetAsset = ConstructorHelpers::FObjectFinder<UUserWidget>( TEXT( "WidgetBlueprint' " %PathTo% /BP_Widget_Menu.BP_Widget_Menu'" ) );

    if ( WidgetAsset.Succeeded() )
        {
            UDepartMenuWidget_Base *Widget = CreateWidget<UDepartMenuWidget_Base>( GetWorld(), WidgetAsset.Class );
            WidgetComponent_DepartmentMenu->SetWidget( Widget );
        }