My game uses Blueprint files that retrieve new values from JSON at runtime. I would like to edit the blueprints so their default values match the values retrieved from JSON.
Is there a way to edit blueprint files on disk via C++? I have managed to use the IFIleManager class to iterate through all files in a directory, but I have two problems.
- Even if I have found a UAsset file’s path, I can’t seem to load it into memory. StaticLoadClass and StaticLoadObject always return null. I’m only using the file path and not including the internal package name because I don’t know how to get the internal package name.
- Is it even possible to edit a blueprint’s data via a C++ commandlet? Searching brings up nothing.