The Asset Management Framework / Asset Registry is almost fully usable solely in Blueprints, however, it's missing the ability to make Primary Assets in shipping builds. The editor is able to 'guess' these tags using the 'Should Guess Type And Name In Editor' option which works great in non-shipping builds, but there is no way to correct for this in shipping builds using solely Blueprint.
I believe the correct approach would be to allow defining of UPrimaryDataAsset classes with Blueprint, but I don't know if that is the best course of action. Alternatively, it would be nice if 'Should Guess Type and Name In Editor' would be able to work in shipping builds. I'm really hoping for just any way to use this system without C++ (so that it can be used in marketplace BP assets), so any change or info to make this possible would be greatly appreciated.
I believe the correct approach would be to allow defining of UPrimaryDataAsset classes with Blueprint, but I don't know if that is the best course of action. Alternatively, it would be nice if 'Should Guess Type and Name In Editor' would be able to work in shipping builds. I'm really hoping for just any way to use this system without C++ (so that it can be used in marketplace BP assets), so any change or info to make this possible would be greatly appreciated.
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