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assetuserdataforblueprints's Introduction

Asset User Data for Blueprints

Don't know what Asset User Data is? It's effectively extra data you can add to (generally) any Asset or Component (or any object that implements IInterface_AssetUserData, and then can query upon at runtime. This is great for implementations where you only want to define the data once on the asset and not on a per actor basis (i.e. puzzle games).

The engine doesn't expose this to Blueprints, so this plugin does the work for you via the BPAssetUserData class and AssetUserDataFunctionLibrary.

How do you use it?

  1. Add this plugin to your project and compile it
  2. If it isn't already, enable it and restart engine:
    Asset User Data in Plugin Browser
  3. Create a subclass of the BPAssetUserData class:
    Create Asset User Data Subclass
  4. Add some properties to your new blueprint:
    Added properties in BP class
  5. Add an instance of your Asset Data Blueprint to the Asset User Data array in an asset or component:
    Add BP instance to Asset User Data Array
  6. Use the "Get Asset User Data" node to query asset data on reference to asset (or component):
    Query Asset Data

Nodes

The add and remove nodes should mostly be used by editor utilities and assigned once. The add node will only add a single instance of the specified class. The getters are perfectly fine to use anywhere.
Function Library Nodes

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