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Getting a TAssetPtr<UWorld> level reference from the content browser?

Hello,
My MapLoader class takes in TAssetPtr<UWorld> references and streams in the maps when needed.
This works fine with UPROPERTY() TAssetPtr<UWorld> variables.

However, I would also like to load levels through paths. ("/Game/Maps/Test_Map")

Rather than load a pathed level directly, how would I get the TAssetPtr<UWorld> from a path so I can send it to my MapLoader?

Thanks!

Note: Everything I’ve seen online loads the levels immediately, while I only want to get the TAssetPtr>UWorld> of them.

You can make an asset pointer through a pathname.
Try for example “Get Asset by Object Path”: https://docs.unrealengine.com/en-US/…age/index.html

TSoftObjectPtr<UWorld> you can convert to a path using builtin function ToSoftObjectPath() and you can also convert a SoftObjectPath back to a TSoftObjectPtr<>

Yes, that’s what I’m looking for!

But how can I make that conversion? Can’t find it.
Also how to convert from TSoftObjectPtr to TAssetPtr? Are they the same? Should I be using TSoftObjectPtr instead?



FSoftObjectPath path = FSoftObjectPath("Game/Maps/Test_Map");

TAssetPtr<UWorld> newMap = **(??? path ???)**;


Thanks!

TSoftObjectPtr<> has a constructor from FSoftObjectPath.

You can do



FSoftObjectPath path = FSoftObjectPath("Game/Maps/Test_Map.Test_Map");

TSoftObjectPtr<UWorld> newMap( path );

somePath = newMap->ToSoftObjectPath();


And can also be used as editable UProperty, so I would simply quit using TAssetPtr and use that instead.

Works great, thanks!
But 1 more question:

Any idea how to see if the map is valid or not? “newMap” seems to return null no matter what?

Valid path - Everything returns null

Fake path - Same results

You can make it an editable property and assign the value instead of manually typing a string, to see/log the actual valid path to the object.

Yes but if that property were left empty, newMap->ToSoftObjectPath(); would cause a crash. :slight_smile:
This is especially possible when dealing with hundreds of maps through an exposed array/tmap.

Would just be nice to know if the map is valid or not, though I guess it’s not possible without loading the map?

I mean you can do it in reverse to see the actual syntax, how the path string is correctly formatted, the example string above can be invalid.