Not a bug; these users have misunderstood the documentation, in particular the fact that a TAssetPtr will only yield an asset if it has already been loaded (it's a lazy weak object pointer). If the asset has not been loaded and you wish to access the asset through the TAssetPtr, it's necessary to force it to be loaded first.
Importing a .csv file that contains references to assets in the project requires the user to copy the references for each asset again before they will work correctly. The references do not need to be pasted anywhere, simply copying them again seems to be sufficient.
// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "Engine/DataTable.h" #include "FNeedLookupTable.generated.h" /** * */ USTRUCT(BlueprintType) struct FNeedLookupTable : public FTableRowBase { GENERATED_USTRUCT_BODY() public: FNeedLookupTable() : NeedName(FText::FromString(TEXT(""))) , Comment(FText::FromString(TEXT(""))) , Thumbnail() {} UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Need) FText NeedName; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Need) FText Comment; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Need) TAssetPtr<UTexture2D> Thumbnail; };
RESULT:
The entries in the Thumbnail column are all formatted similar to Texture2D'/Game/StarterContent/Textures/T_Brick_Clay_Beveled_D.T_Brick_Clay_Beveled_D', and will not display correctly when used in the project.
EXPECTED:
The entries in the Thumbnail column are formatted similar to /Game/StarterContent/Textures/T_Brick_Clay_Beveled_D.T_Brick_Clay_Beveled_D.
WORKAROUND:
This workaround only works while the Editor is open. If the Editor is closed and re-opened, the workaround must be done again.
Head over to the existing Questions & Answers thread and let us know what's up.