Hi ! It feels like I’m looking for doing more or less the same but I’m stuck earlier in the process.
Once created the class and compiled, how did you create an asset that used this class ?
For blueprint classes, it’s quite easy as one just uses the “Create Basic Asset → blueprint class”. But for other asset types, it seems like its necessary to go through a whole “Asset factory” thing like they did there : Is it possible to add custom asset category for custom Data Asset? - C++ Programming - Unreal Engine Forums
Did you have to do it too ?