Hi there,
Just for my understanding you are creating a blueprint base of a data asset, and then converting existing Data assets that are based on a native C++ class to inherit a blueprint version of the asset. Both the old Data Assets and the Blueprint of the data asset inherit the same native C++ class.[Image Removed]I have replicated a setup similiar to this in a test project, and I have not been able to replicate the exact issues you are having. I have noticed some oddities within the content browser, with the preview, name and having to resave an asset in order to reference it.
The error in your screen shot suggests that the enginge could not rename the redirector back to the original object’s name. This indicates the original object could not be garbage collected even though DeleteSingleObject returned true.
The intended method to achieve this if you wanted complictaed data inheritance would be to use data-only bluyeprints. (Would also make them diff-able, within the engine)
You could facilitate this by creating an editor utility that would convert the data assets to a new type of UObject, copy the member data across etc.
However fixing up the references to the data assets might be trickier, and updating code to reflect the new asset type.
You could start by marking the old data type as deprecated to illuminate where its being used.
I think that would give you the most stable codebase to work from.
If there is any other guidence to automating the conversion process or any other questions please let me know.
Kind Regards
Keegan Gibson