We’re having an issue where some of our assets are unable to be preloaded. We are finding the assets via the AssetRegistry.GetAssetsByPath(). They are all successfully found. After finding them attempting to load them via FStreamableManager or AssetData.GetAsset() both return a null object.This only happens on a small subset of our assets. Any hints on what may cause this to happen?
TArray<FAssetData> TableAssets;
AssetRegistry.GetAssetsByPath(TEXT("/Game/Gameplay/Mods"), TableAssets, true);
for (const FAssetData& AssetData : TableAssets)
{
if (AssetData.IsValid())
{
UObject* Asset = AssetData.GetAsset();
if (Asset)
{
UE_LOG(LogAssetLoader, Verbose, TEXT("Asset Loaded"));
}
}
}
(We would like to load the assets async, but this example code doesn’t seem to work either)