Hooking into UFbxFactory::FactoryCreateBinary()

@NegInfinity, did you do texture import as well? It seems to be totally different.

The same code hasn’t worked for textures, so I’m using UTexture2D::FactoryCreateNew() and instead of providing an AActor as the outer, I’m creating a UPackage object. I have dynamically generated textures saving in a similar way (except using FactoryCreateNew instead of just calling NewObject) which is where I’m lifting the new code from, but that doesn’t seem to work as the asset being imported still hasn’t been created when I call FAssetRegistryModule::AssetCreated(Texture).

There’s like this hidden async stuff going on or something.