Loading assets into components using FObjectFinder
In the last recipe, we created a Static Mesh Component, but we didn't try to load a mesh for the Component to display. While it's possible to do this in the Editor, sometimes it is helpful to specify a default in C++.
Getting ready
Follow the previous recipe so you have a custom Actor
subclass with a Static Mesh Component ready.
In your Content Browser, click on the View Options button, and select Show Engine Content:
Browse to Engine Content, then BasicShapes to see the Cube we will be using in this recipe.
How to do it...
- Add the following code to the constructor of your class:
auto MeshAsset = ConstructorHelpers::FObjectFinder<UStaticMesh>(TEXT("StaticMesh'/Engine/BasicShapes/Cube.Cube'")); ...
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