I’ve inherited a project where a new Particles module (based upon UParticleModuleAttractorBase) has been added into the engine source code.
Thus, if the symbol doesn’t exist then when Unreal attempts to use the asset (import / right click on asset) then the editor will crash during PostLoad.
From my quick tests, re-adding the the symbol with the name in the engine source code removes the crash. I presume the particles module loading is somehow associated with the symbol name within the library? As if I try to add the symbol within the game code, then it doesn’t find the module.
Ideally I’d like to migrate this module to game code, which I see a rough process:
- Re-introduce the engine modification into the source and run a bespoke engine.
- Introduce a new target symbol in game code with a different symbol name.
- Migrate all particles to use the new symbol name.
For step 3, is it something as simple as ActiveClassRedirects or does something more complex need to be undertaken?