Hi Folks,
I’ve been using a data table as part of a random item generation system. I can pull through data just fine. Now I want to start pulling through models and particle effects.
I’m starting with static mesh to test the concept before I go ahead and base a whole heap of other stuff on this system.
My Table
Name,Name,DMGMin,DMGMAX,DMGMult,Mesh
1,Wand1,1,3,0.2,“StaticMesh’/Game/Mesh/Shape_NarrowCapsule’”
2,Wand2,2,4,0.2,“StaticMesh’/Game/Mesh/Shape_NarrowCapsule’”
3,Wand3,3,5,0.2,“StaticMesh’/Game/Mesh/Shape_NarrowCapsule’”
For now, while I test for proof of concept, I want all 3 types to spawn with the same mesh. They already spawn with the right stats just fine.
To do that, I use this struct.
This gives me the following usable datatable.
I can’t for the life of me figure out the syntax for getting that mesh!
The Mesh itself sits in the following location in the editor
/Game/Mesh/
The Physical location of the asset is
C:\Users\Me\Documents\Unreal Projects\Sweettittayhumpingmagicproject\Content\Mesh\Shape_NarrowCapsule.uasset
Things I have tried.
- Sitting the source CSV inside the project folder
- Allsorts of derivations of StaticMesh, Static Mesh, Static_Mesh - However the editor references them as StaticMesh
- With and without teh file extensions - both. FBX and .uasset
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I am compiled using the binary download.
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My editor by default generates projects into mydocuments
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Everything is completely vanilla
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No, I don’t want to use any of Ramas plugins - half the table works - which means the problem isn’t the editor, it’s me.
Anyone shine a light on how to point to the asset? It’s doing my box in!