Error filling UStaticMesh Array

Hello everyone,

I’m currently trying to create a blueprint node for the population of an Array of Static Meshes from the .uassets contained in a given folder of the project.
I created an object inheriting from UBlueprintFunctionLibrary and declared the static method:

static bool GetMeshesInFolder(UPARAM(ref) TArray<UStaticMesh*>& MeshesArray, FString InternalPath, FString Ext="*.uasset");

Here is what I’m currently doing in the definition:



bool UImportMeshArray::GetMeshesInFolder(UPARAM(ref) TArray<UStaticMesh*>& MeshesArray, FString InternalPath, FString Ext)
{
if (InternalPath.Len() < 1) return false;

FString GameContentDir = FPaths::GameContentDir();
FPaths::NormalizeDirectoryName(InternalPath);
FString FullPath = FPaths::Combine(GameContentDir, InternalPath);
IFileManager& FileManager = IFileManager::Get();
if (Ext == "")
{
Ext = ".";
}
else
{
Ext = (Ext.Left(1) == ".") ? "" + Ext : "*." + Ext;
}

FString FinalPath = FullPath + "/" + Ext;
TArray<FString> Files = TArray<FString>();
FileManager.FindFiles(Files, *FinalPath, true, false);
FString FilePath;

MeshesArray = TArray<UStaticMesh*>();

for (FString FileName : Files)
{
FilePath = InternalPath + "/" + FileName;
UE_LOG(LogTemp, Warning, TEXT("%s"), *FilePath);

static ConstructorHelpers::FObjectFinder<UStaticMesh> CurrentMesh(*FilePath);

UStaticMesh* Asset = MeshAsset.Object;
GhostMesh->SetStaticMesh(Asset);*/

if (CurrentMesh.Succeeded())
{
MeshesArray.Add(CurrentMesh.Object);
}

}

return true;
}


When I try to run this function from the python console or when i connect it into the blueprint component I’ designed it for, the editor is crashing.
Can you please help me?
Thanks

What callstack are you getting if you run the Editor in Debug?