So I know how to get objects by resource name in c++ using the following code: (example loading a DataTable)
ConstructorHelpers::FObjectFinder Resource(TEXT(“DataTable’/Game/Data/name.name’”));
However, I believe (and maybe I’m wrong) you have to execute this code in a constructor. In my game I have level information stored in a DataTable. One of the columns in the DataTable is an FString that represents a texture resource that is to be used as a backdrop in the level. Now, at a later point in time when I load a level I would like to be able to get the texture by using the resource name. This code would not be part of a constructor but rather a generic method I create in my gameMode to get a Texture2D by resource name like so:
UTexture2D* MyGameMode::GetTextureResource(const FString resourceName) { return ??? }
I’m not sure how to implement such a method.
Another way would be to create a base blueprint that represents my level in C++ but I don’t know how to pass in the resource name as part of the constructor to my c++ class in order to take advantage of the ConstrutorHelper::FObjectFinder.
Am I going about this all wrong?
Thanks, -jv