Hello everyone !
I’m using PrimaryDataAssets in a BP only project and use the Asset Manager to list them.
I have a blueprint editor UMG panel than check each of these files for incorrect parameters when a user clicks on a button.
The problem is that if the file has been created after the last play or editor restart, the Asset Manager is not yet aware of the asset’s existence and don’t list it.
Hitting play and stopping the game update the list, but I would like to be able to do that automatically in blueprint before using the “GetPrimaryAssetIDList” node.
Problem is I can’t find a way to do that in blueprint, or even in the editor.
Apart from hitting play nothing seems to update the AssetManager in the editor as of UE5.1. On some old youtube videos peoples use to have a big “build project” button in UE4 but it’s absent for me.
This may be due to the BP only nature of this specific project, but not needing c++ compilation was core to what I wanted to archieve there.
So if you have any leads as to what I need to do to update the Primary Asset list it would be much appreciated.
At this point, even some dirty stuff like starting and stopping the current level in BP would be better than nothing, but even starting the game in Blueprint I don’t manage … there is an “Editor Stop Play” node in BP, but for starting the game in the first place, neither “Play” nor “EditorPlaySimulate” seems to do it.
Thanks,
Red.