That already goes in the right direction. The difference is, that my goal doesn’t involve using the editor at the point of blueprint creation. It’s all about automation as part of a character import tool chain. The import (JSON data) is invoked in the editor, that’s true. After that, data is read, converted and should then automatically create blueprints for each imported character, so each blueprint should simply be based on our character class.
From your link, I’m fixating on this line:
//Create the editor asset
UOrfeasCustomAsset* OrfeasEditorAsset = NewObject<UOrfeasCustomAsset>(InParent, InClass, InName, Flags);
That looks like the function I would need. Does this already create a new asset and then I’d only need to call FAssetRegistryModule::AssetCreated(NewAsset);
to have it registered? Unfortunately I can’t try right now, so I ask just to be sure up front.