The runtime import process works fine in editor, but fatal error when trying to do so with packaged build of project.
My function that calls ImportAsset():
`bool UMeshLoader::RequestMeshLoad(FString MeshPath)
{
if (!IsRequestingPart())
{
SetRequestingPart(true);
LastRequestedMeshPath = MeshPath;
FImportAssetParameters EdiagAssetParameters;
EdiagAssetParameters.bIsAutomated = true;
EdiagAssetParameters.OverridePipelines.Add(FSoftObjectPath(UCommonFunctionsLibrary::GetEDiagGameMode(this)->InterchangePipeline->GetPathName()));
EdiagAssetParameters.OnAssetsImportDoneNative.BindUObject(this, &UMeshLoader::MeshLoadingComplete);
UInterchangeManager* EdiagInterchangeManager = UInterchangeManager::GetInterchangeManagerScripted();
UInterchangeSourceData* SourceData = EdiagInterchangeManager->CreateSourceData(MeshPath);
if (!EdiagInterchangeManager->ImportAsset(“/game/ImportedAssets”, SourceData, EdiagAssetParameters))
{
UE_LOG(LogTemp, Error, TEXT(“Interchange ImportAsset Call Returned False For Path: %s”), *MeshPath);
SetRequestingPart(false);
return false;
}
return true;
}
return false;
}`