Tag: FAssetRegistryModule
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How to Browse All Blueprint Assets of a Defined Type in Unreal Engine
Context I admire the simplicity of GameplayCue: create a blueprint, set the correct tag, and it’s ready. Replicating this for in-game events seemed logical, allowing our sound designer to connect events to Wwise effortlessly. Here’s a breakdown: While it sounds straightforward, implementing this in Unreal is a bit complex. Let’s go step by step. The…