Comments (6)
Wow, that does work.
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An odd one since it works in the example mod but breaks in other folders. I haven't been able to identify what's going on exactly, but I was able to workaround it by changing ExtractBlueprintDirectReferences#LoadAsset() to return only the matching Sprite asset:
return AssetDatabase.LoadAssetAtPath<Sprite>(path);
I'm not sure if this is a good fix though since this ignores the fileId entirely. This came from a post on Unity answers: Editor Script Selection thinks Sprites are Texture2Ds.
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In my experience the m_Icon fileid field in the blueprint must always be 21300000 or the asset will fail to load. Otherwise it works fine.
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Update: After more testing, it's loading the blueprint just fine but the icon is just null. Are you building inside of example modification's assembly?
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Disregard, I had a typo in the filename. Got everything working using FileID 21300000 with no changes.
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You should copy guid and file ID for inner asset (like on screenshot) then file ID will be equals to 21300000
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Related Issues (20)
- Adding entirely new Music?
- Modifying Components HOT 1
- Adding New Blueprints HOT 51
- Companion Selection Choices Changing After Patching Selection Blueprint HOT 5
- Patching Blueprints After 1.1.1 HOT 3
- LocalizedName HOT 13
- Class Progression HOT 7
- Some blueprint patches no longer patching 1.1.1 HOT 16
- GUI Construction HOT 5
- Blueprint component patching HOT 29
- Couple questions HOT 32
- Curious Blueprint Issue HOT 1
- Help in changing Holy blare enchantment to reference correct ability HOT 5
- ExtractBlueprintDirectReferences doesn't support WeakResourceLink HOT 4
- PatchMaterialShaders tries to load StreamingAssets/Bundles/shaders
- Struggling to get Mods Running for Some Users
- Weapons issue HOT 1
- Is it possible to change armor color?
- All mods broken in 2.0.0. Affected saves no longer load. HOT 3
- About changing projectile models and reusing ToggleableThrowingWeapons
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