Plugin Content folder not found

Hello,

so I have created a “Developer” plugin that is supposed to contain some custom actors.
I would like to add a custom icon to my actor, so i followed this Tutorial

this works fine but if I try to substitute the path of the icon to use my own icon instead then I get a CDO error that the path was not valid when loading my editor.

I have created a content folder in my plugin folder and added the

"CanContainContent" : "true",

to my uplugin file.
I have double checked my folders and it seems all legit, am I missing something ?

I had this issue, I don’t really understand how the paths work. But assuming your asset is at

Plugins/YourPluginName/Content/RelativePathToAsset/AssetName.uasset

I got it working by specifying the following as the path for the constructor helper:

"AssetType'/YourPluginName/RelativePathToAsset/AssetName.AssetName"

So essentially, omit the ‘Content’ part of the path. I haven’t tested this with a packaged project, but it’s working for me in the editor.

Hi, I tried that too but it didn’t seem to work either.

okay got this to work by using
“/YourPluginName/RelativePathToAsset/AssetName.AssetName”

the object i tried to load is a material so I used ‘Material’ but that didnt work but without it it worked just fine. Thanks for the tip.

A Hint: The AssetName has to be the name in the engine, not the name in the filesystem.
Took me way to long to find that mistake in my code.

I have a question.
Correctly path’s file name is “AssetName.AssetName”, right?
Is path’s file name “test.test” if asset name is “test.uasset”?