Resolve Soft Object Reference for Texture2D in Widget Blueprint

Hey all,

I am trying to load images from a data file, which of course returns as strings that contain the asset paths “Game/Textures/Filename” from there it needs to be converted into a Soft Object Reference and resolved into an actual object.

Since Async Load Asset isn’t available inside a widget I’m using Load Asset Blocking which based on what I’ve read, should do the same thing. From there, I cast to a Texture2D but it always fails.

I tried the methods mentioned here: unreal engine4 - Convert STRING name of texture to TEXTURE reference in blueprints - Stack Overflow

One suggests using Import File as Texture2D, but that only works on assets not currently imported into the editor (sure I can always look at the direct path but…)

The other suggestion more or less walks through the steps I’ve already tried.

The one thing I am trying to avoid using is Blueprint Structures. That’s the obvious route but since they keep corrupting on me, I’m electing to do something different.

Here’s a shot of the current setup:

image