overreal
(overreal)
1
Hi,
I’ve been using EngineUtils::FindOrLoadAssetsByPath
to load blueprints at runtime.
e.g
`TArray<UObject*> MeshAssets;
EngineUtils::FindOrLoadAssetsByPath(TEXT(
"/Game/XXX"
), MeshAssets, EngineUtils::ATL_Class);`
After packaging as exe, it works great when the exe is running on local drive. When I run the exe from a network share, MeshAssets contains 0 items.
Natalo77
(Natalo77)
2
I think if the function you’re calling is looking on your client machine’s directories, it would be logical to not find any blueprints.
Have you tried looking at the a/sync loading nodes in blueprints and seeing what they call through to?
overreal
(overreal)
3
I’m doing in C++, and I’m using relative folder /Game/XXX already.