I’m currently working on migrating one of my projects from 5.0 to 5.1 and I’m stuck with blueprint node GetAssetsByClass (from asset registry)
In previous versions, I was using it by providing the class name. This input no longer exists and I have to provide ClassPathName which is ‘TopLevelAssetPath’ structure.
I’ve created one and filled the Package name field with a path such as ‘/Game/Path/to/my/class’ and Asset name field with the name of the class. I’ve tried various combinations : MyClassName only, MyClassName_C (with was what I used with previous versions), MyClassName.MyClassName (from the copy reference item in the content browser). No luck so far, the node always returns an empty list.
I’ve also noticed in the debugger that there’s an additional dot before the className in the ClasspathName input of the node.
Could this be a bug with this node or am I doing something wrong with the package/class name here ?
Any help is appreciated.
Below is a caps of the former node vs the new node :
hey , i used this and it works in editor but i want such behaviour at runtime , just to call it once and make a list of missions so i can showcase them in ui, i dont want to keep adding manually to the missions array:
TArray FoundMissions;
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked(“AssetRegistry”);
FTopLevelAssetPath BaseClassName = UMissionObject::StaticClass()->GetDefaultObject()->GetClass()->GetClassPathName();