Hello.
I have some external resources for making several Sprite assets from 2D Texture.
The automated detecting process didn’t make it so I’ve created a customized extension for it.
It works well though but when if I import the resource again for overwrite(refresh) them, Editor ask me there is already an asset with same name.
I can continue importing process by clicking ‘OK’ button but there’re tones of assets to import so It keeps asking me to click the ■■■■ button.
The prime create code is base on below but It does not have any exceptional handling flags or options.
/* IAssetTool.h */
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Asset Tools")
virtual UObject* CreateAsset(const FString& AssetName, const FString& PackagePath, UClass* AssetClass, UFactory* Factory, FName CallingContext = NAME_None) = 0;
Does anyone has any idea?