I’m trying to extend the editor to do some things to blueprint and components inside of said blueprint. In my case I’m importing stuff from fbx and importer generates a single blueprint class which I need to edit. This means that I need to edit a blueprint class that doesn’t have a custom c++ class as a parent.
I tried to use UObjectLibrary but that seem to work only for blueprints that derive from custom c++ classes. Maybe it’s possible to do something with the UObjectLibrary but I haven’t found it. I’m guessing that I’ll have to serialize / deserialize the .uasset file but I’m not sure how to do it. I’ve been looking at the source code but the system seems fairly complex and I haven’t found anything groundbreaking.
So any tips regarding this problem? It would help a lot if someone would steer me to right direction with this. Right now I feel like I have no idea what I’m doing so if the methods above are completely wrong, please do tell me.