I’m trying to add a custom UAssetUserData class to a static-mesh. This goes well up until the point I try to save the asset:
The class itself is pretty simple:
#pragma once
#include "Engine/AssetUserData.h"
#include "Engine/StaticMesh.h"
#include "OrbiverseStaticMeshData.generated.h"
UCLASS()
class ORBIVERSECORE_API UOrbiverseStaticMeshData
: public UAssetUserData
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadOnly, EditAnywhere)
float LightmapTexelDensity;
};