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WittleWolfie avatar WittleWolfie commented on August 14, 2024 1

Wow, that does work.

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WittleWolfie avatar WittleWolfie commented on August 14, 2024

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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ijuintekka avatar ijuintekka commented on August 14, 2024

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.
icon

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WittleWolfie avatar WittleWolfie commented on August 14, 2024

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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WittleWolfie avatar WittleWolfie commented on August 14, 2024

Disregard, I had a typo in the filename. Got everything working using FileID 21300000 with no changes.

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hmmvot avatar hmmvot commented on August 14, 2024

You should copy guid and file ID for inner asset (like on screenshot) then file ID will be equals to 21300000
image

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