EUB To Automate Editing Plugin Assets

Version: 4.26

I have a plugin called Yet Another Weapon Renamed, which is actually a mod for a game. I need to automate a change to some assets in that plugin folder. The part of the blueprint that loops through the files and changes them works fine, but the scope is limited by default to the base game Content folder. I need to force the scope to be my plugin folder.

I added nodes to get assets from said folder then filter them by type. It’s not working and I don’t know how to debug an editor utility blueprint. As expected, the documentation says nothing about this. Simulating this in any play mode does nothing because this blueprint is for the editor, not the game. Breakpoints are ignored no matter what I do. Please help.

I suspect the problem is the Package Path pin in the Get Assets By Path node. The full path of the highest folder that contains all relevant assets (in subfolders) is:

D:\Games\MechWarrior5Editor\MW5Mercs\Plugins\YetAnotherWeaponRenamed\Content\Objects\Weapons

Blueprint: Rename Weapons posted by anonymous | blueprintUE | PasteBin For Unreal Engine