Hello!
Lately, I have been trying to create an asset in C++, which can be modified in Runtime and then saved for later use as .uasset.
After a small research I ended up using UPackage for this purpose, so the code looks like this:
const FString PackagePath = PackageSavePath + AssetName;
Package = CreatePackage(*PackagePath);
ULevelSequence* Sequence = NewObject<ULevelSequence>(Package, FName(AssetName), EObjectFlags::RF_Standalone);
FAssetRegistryModule::AssetCreated(Sequence);
Sequence->MarkPackageDirty();
Package->FullyLoad();
FString PackageFileName = FPackageName::LongPackageNameToFilename(PackagePath, FPackageName::GetAssetPackageExtension());
UPackage::SavePackage(Package, Sequence, EObjectFlags::RF_Public | EObjectFlags::RF_Standalone, *PackageFileName);
When executing the code,SavePackage function return true and the .uasset is created on disk, but it is not visible in the Editor/Content Browser.
I have tried to delete Saved/Intermediate folders to remove old asset registry etc, restarted Engine, scanned folders for assets but generated asset is never visible.
Is there something missed here? Maybe, some metadata is required for this to work?