thank you very much. Perfect plugin, it works well.
In addition,I want to know if I have to create these 6 file every time I create a new asset?I am not familiar with plugin but i think if i want to create a plugin like yours,I should create 6 files at least.
Also,I try to just copy your code to my projet without using plugin,and It fails to compile.
If possible,can you tell me how to create new asset without using plugin.
the error list is here,and I found that all errors are concentrated on TestModule.cpp
Yes, you need to create the 3 classes (Blueprintable object class, Asset actions for that object and Factory) for every custom type you are adding.
I am confident it is possible to register custom classes in the game project, but here are reasons why you should not do it.
When it comes game development, you need to figure out what should be in the packaged game and what are just tools to help you create the game. You know that you will be using UTextAsset in your game to hold player details (this is an example). But you will not need UTextAssetFactory nor UTextAssetActions, because they are ONLY used to help you build it in the Engine… Without editor, they are completely useless. So if you look into Paper2D, it has multiple modules, Paper2D Editor and Paper2D (core) being two separate modules. This allows to keep the helper editor code separate and allows to run the module only the in editor. So it does not load when you play in standalone or when you ship your game. On the other hand, Paper2D (core) is loaded everywhere, because it contains only the necessary game objects and data.
There are few other reasons why it is better to divide your project into separate modules. but I am running out of characters.