The software I am working on is capable of creating Level Sequences using C++, and then immediately render them somewhere. The Level Sequences use blueprint actors that are spawnable.
I have a problem - when I open the created Level Sequence and render it using the editor, everything is fine. But when I render freshly created Level Sequence using the C++ code, the spawnable actors seem to be missing some components (+ some artifacts related to blueprint actor modification through C++, on the blueprint Simple Construction Script itself).
I have thought about opening up each Level Sequence using GEditor->GetEditorSubsystem<UAssetEditorSubsystem>()
, but it seems to work only for the last sequence passed through C++. I just wonder, is there any way I can ensure that spawnables are fully loaded before rendering.