Hello,
We are building a tool that was doing some custom filtering of ActorDescs to display some actor data for users without needing to load anything. One issue with filtering is that the ActorDesc from a Blueprint does not have enough info available to test if the ActorDesc is from a subclass of a specified Blueprint type. The way this is solved in the Engine code is via the FWorldPartitionClassDescRegistry, but the set of functions needed are private. Can these functions be made public:
ENGINE_API const FWorldPartitionActorDesc* GetClassDescDefault(const FTopLevelAssetPath& InClassPath) const;
ENGINE_API const FWorldPartitionActorDesc* GetClassDescDefaultForActor(const FTopLevelAssetPath& InClassPath) const;
ENGINE_API const FWorldPartitionActorDesc* GetClassDescDefaultForClass(const FTopLevelAssetPath& InClassPath) const;
Let me know what you think,
Matt