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How to make a sorted TArray<FSoftObjectPath> ?

i have a set a group of UDataAsset objects called UAmmoDataAsset

This is their code


USTRUCT(BlueprintType)
struct FAmmoData:public FTableRowBase
{
    GENERATED_BODY()

    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    int32 id; 

    UPROPERTY(EditAnywhere, BlueprintReadWrite)
     EProjectileTypes projectileType;

    UPROPERTY(EditAnywhere, BlueprintReadWrite)
        int32 damage;

    UPROPERTY(EditAnywhere, BlueprintReadWrite)
        TSubclassOf<AProjectile> projectilePrefab;


    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Cosmetic")
        FName projectileName;

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Cosmetic")
        FName description;


};
UCLASS()
class CASTLEVERSUS_API UAmmoDataAsset : public UDataAsset
{
    GENERATED_BODY()

public:

    UPROPERTY(EditAnywhere, AssetRegistrySearchable)
        FAmmoData ammoData;

};

in gameinstance i want to preload their FSoftObjectPath so in the game load them as required.

My problem is this



    UObjectLibrary* ObjectLibrary = ObjectLibrary = UObjectLibrary::CreateLibrary(UAmmoDataAsset::StaticClass(), true, GIsEditor);
    ObjectLibrary->AddToRoot();

    ObjectLibrary->LoadAssetDataFromPath(TEXT("/Game/Data/AmmoCollection")); 

    ObjectLibrary->GetAssetDataList(assetsData);

    for (int32 i = 0; i < assetsData.Num(); i++)
    {


         //how can i read the      int32 id; from FAmmoData here?

    }

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i need to access to the FAmmoData id so i can sort by id the Tarray of softpath

as far as i know if i use assetsData*.GetAsset() it loads the objects, but this breaks the purpose of having them soft-referenced because they load in memory, isn’t?