Which is funny because you have to be able to reference them there in a 100% c++ project or they simply don’t get loaded.
Side note: Wish this thing was more like a .gitignore where you can load your own whitelist / blacklist of assets to get loaded, cooked, packaged etc… Current system blindly assumes that “unreferenced” assets should not be loaded while in reality unreferenced does not mean unused. The core idea fails.
Hello,
I encountered this issue today, toggle on the Should Manager Determine Type and Name check box as you suggested solved the issue for me.
You pointed out “unreferenced” asset is not the same as an “unused” asset, and I totally agree on that.
Epic seems to want us to encapsulate all “unreferenced” asset (ex: data table) into another primary asset , thus, it has a primary id for asset manager to search for. IMO, this approach will make loading data table a bit too complex than it should be.