FindOrLoadAssetsByPath fails in packaged exe on network share


I’ve been using EngineUtils::FindOrLoadAssetsByPath to load blueprints at runtime.

`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.

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?

I’m doing in C++, and I’m using relative folder /Game/XXX already.