I havent realy figuerd out if the path changes for a client/ shipping build.
But am thinking it be a realy easy to store paths in a data sheet with a user Friendly name and a ID for item lists and so forth.
But runing under a singel process i can see that the Blueprint Path is.
I Have no idea where the start of that path is coming from.
/…/UEDPIE_1_1
Thanks for any advice.
If i cant use the path from the editor in a shipped game, how do i refrence them?
With out having to store subclass of every item class available to the player, server and/ or client side?
The resson for asking is that when trying to spawn some Blueprint actors e.g: ABaseWeapon::
It is never spawned unless am running PIE and with no server, as soon as a server is introduced it dont work.
Unless running under “Use Singel Process” (true). (So the network code should not be the issue .)
Ok so i figuerd out the problem, the solution was Asynchronous Asset Loading.
I know now that any item list should be implemented in a singelton class for obvious reasons.
But for any one trying to do this with a Blueprint it left me with a “issue” that i could only load UObject::`s
I did this in the following way for anyone intrested.