I want to create Blueprint assets (from a world outliner selection) and I’m trying to figure out the “Create Asset” node, but I can’t even get it to accept any path:
No matter what I do, it always complains about either a leading / or a trailing /…
(Also, I cannot find any documentation or examples using “factory”, but I’m crossing my fingers that this is optional if you want to create one of your own classes…)
I am not using C++ so please, please only reply with a blueprint solution! (Someone told me of a way to pop up a folder selection dialog in conjunction with this node, but unfortunately it was a C++ solution.)
There’s several nodes that look as if they would provide a correctly formatted Path as well, but they don’t, and under Editor Utilities, I don’t see any node that fits…
Turns out, the asset name I was inputting was an empty string, causing that error message because I was using the “Get Selection Set” node from the Editor category when I was probably supposed to use “Get Selected Level Actors” from the “Level Utility” category (not to be confused by the “Get Selected Actors” node from the “Scouting” category) and similarly, I was supposed to use “Get Attached Parent Actor” instead of “Get Parent Actor”…
However, what is even more confusing is that even if I skip attempting to get the display name of something from my world outliner selection and just input a static name, I get the following popup:
So, ok… apparently an asset was created… but where is it? I can’t see it, I can’t search for it and I can’d find it even in Windows Explorer…
And honestly, the whole thing about game/content is so confusing to a beginner. The folder is called Content in Windows. When you migrate an asset to a different project, you need to select the Content folder. Why, in some cases, is it called Game?
Sigh… a friendly soul told me that what I apparently really wanted to do is to create a new child class, and that can only be done with the following C++:
So, leaving the above answers for those who use C++, but I apparently have to continue to do cumbersome stuff manually if I want to stick to Blueprint only.
I’ve just worked around this by using the Duplicate Asset node instead. It’s not ideal as you need to keep a blank object around to actually duplicate, but it’s better than nothing if you need a Blueprint only solution.