However, there is a crash thats occurring when the TryLoad function is called on the SoftObjectPath of the AssetData.
const UObject* AssetObject = AssetData.ToSoftObjectPath().TryLoad();
[File:E:/ProjectGenesisSourceEngine/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp] [Line: 3159] Could not find SuperStruct BP_AwardDefinition_C to create AD_VaultKey_C
What I noticed is that the AsyncLoader is unable to find/load(?) the parent Blueprint of the DataAsset its currently trying to load.
The class hierarchy of AD_VaultKey is as follows:
UPrimaryDataAsset->UAwardDefinition->UPGAwardDefinition->BP_AwardDefinition->AD_VaultKey
This issue only occurs in packaged builds.
Ive made sure that the Directory of all of these DataAssets exists in, is always included in the cooking process.
I made a hard reference to BP_AwardDefinition elsewhere in the project and doing so no longer results in a crash for DataAssets with it as a direct parent, other DataAssets that are further children basically crash on their immediate parent with the same error.
Should I not be loading Assets this way? What code path would result in an Asset with Blueprint Parents also allowing those to be loaded, avoiding the crash?
Any insite would be helpful.