Given that I know the path to a texture asset, how can I set that texture to an image widget using blueprints? I have quite a few images that this could be, so I didn’t want to setup some kind of massive switch, but I am able to construct the path string for the correct texture.
I assume I have to set the brush on the image widget, but I don’t know how to use the path string to retrieve the given asset and turn it into a brush.
EDIT
Ok the Asset Registry doesn’t work when packaged or in standalone. But the data table idea did work from @Arodi007 For anyone interested in how this looks. Here’s what did.
I created a struct that held my info that I want to look up.
I’ll give that a try. I read somewhere that the Asset Registry doesn’t work when packaged, so we’ll see. I had thought about doing some kind of data table.
What I’m truly trying to do is display a key mapping icon, but not dependent on the device you’re currently using. So I have some CommonInputBaseControllerData setup that maps out those key/icon relationships. do you know how I might access those given that I know the key I’m looking for?
Ok the Asset Registry doesn’t work when packaged or in standalone. But the data table idea did work from @Arodi007 For anyone interested in how this looks. Here’s what did.
I created a struct that held my info that I want to look up.