We have a C++ based asset-type (“UBiomeInfo”) that is a subclass of UDataAsset that we use throughout our game.
However, we would like to make use of some data inheritance, so that a single “master” asset could provide reasonable values for all parameters and then child assets could override only targeted parameter values.
However, it doesn’t seem to be possible to create a child of a UDataAsset.
I CAN create a blueprint based on the UDataAsset type (again, “UBiomeInfo”). I can then set up parameters, and I can also create child assets that change parameter values in the parent. HOWEVER, other structure and blueprints that wish to point to a UBiomeInfo do not appear to recognize the new assets as UBiomeInfos (in this case, another configuration file which contains a pointer to the BiomInfo asset will not populate its field in the editor with the new BP-based assets in question).
Is there a solution to this? Ideally UDataAssets should be able to inherit from one another. Failing this, is there some other way to link to the BP-based data assets.
Thanks!