Both the Asset Registry and Asset Manager look for all subclasses of UBlueprintCore and use that to search for blueprint classes and construct an inheritance hierarchy. This always works in editor builds (after [Link Removed] was fixed). This also works fine for most children of UBlueprint because even though that class is not loaded in cooked builds the native class does exist.
However, UBaseWidgetBlueprint (and UWidgetBlueprint) are editor only classes so it is not available when the asset registry tries to construct the BP class hierarchy that is then used by functions like GetDerivedClassNames. This means that widget blueprint assets are not added to the hierarchy and cannot be queried or used as Primary Assets in the asset manager.
From a UDN report, here's a programmer-only way to see the core problem:
I am not able to find world outliner how to enable it?
Installer 4.10 failed with error code R-1603
How can i modify the param name in EQS node
How to achieve HLSL Multiple Render Target in Material blueprints?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How does TextureRenderTarget2D get TArray<uint8> type data?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Teleporter in the Creative Hub is Locked and cannot be accessed
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-160694 in the post.
6 |
Component | UE - Foundation - Core |
---|---|
Affects Versions | 4.27, 5.0 |
Target Fix | 5.6 |
Created | Aug 10, 2022 |
---|---|
Updated | Oct 18, 2024 |