Hi all, I have a simple UPrimaryDataAsset that has a single UPROPERTY(): TArray of a USTRUCT() of seven (u)int16’s. Sizeof() gives me the expected size (14 bytes). It has no pointer types or references to other objects. I generate these programmatically and when I want to save one I follow a pretty simple sequence of steps. Make a UPackage with CreatePackage and FullyLoad it. Use NewObject<> to create my primary asset type, setting the package as the outer. I then fill with my data. Let the
Why the .uasset textures are so big compared to the origianl .jpg textures? - World Creation - Epic Developer Community Forums
Why do my .uasset files of a simple UPrimaryDataAsset have a very inflated disk size? - C++ - Epic Developer Community Forums
C drive losing space fast each time I try to use Unreal Engine although EVERYTHING is on a different drive! - C++ - Epic Developer Community Forums
Stupid question, but I need the .uasset files
Native components are editable when declared as a property in c++ - C++ - Epic Developer Community Forums
Solved Memory allocators have two distinct tasks. First, the
How to Fix The Procedure entry Point Could not be located in dynamic link library error
Solved Description: You will develop and implement a small
Build Failed - Ask - GameDev.tv
reactjs - React native build failed in iOS - PhaseScriptExecution - Stack Overflow
upgrade - Problems after upgrading to Xcode 10: Build input file cannot be found - Stack Overflow
optimization - How can I exclude unnecessary DLLs from my build? - Stack Overflow
Could not load file or assembly 'ClearScriptV8-64.DLL' · Issue #504 · reactjs/React.NET · GitHub