I'm try to bake Static Mesh with an instantiated HDA create in a Blueprint Utility (Asset Action Utility) . Here a simplified Blueprint (I take care to create the HE session manually before launch the script). Note that I debug with print string on each steps :
When I launch my script, the instanced HDA is create, but the bake don't work. However, custom parameters pass in the instanced HDA (cf. my custom bake directory path).
If I manually hit the "Bake" button on this instanced HDA, bake is done in the correct directory (/game/bake).
Here my "debug" version, all my print String are in the Output logs
LogBlueprintUserMessages: [None] Asset Action Utiliy Function Executed LogBlueprintUserMessages: [None] Instance Created LogBlueprintUserMessages: [None] Bake successfull
Well, I've moved on a bit. So, it seems that despite the fact that the doc says the delegate is optional, it doesn't work without it. The Blueprint goes faster than the cook... So, nothing was executed afterwards.
I can get everything to work except the bake:
Strange thing is, "Bake All Outputs with setting" return value is "True" :
For now, I don't understand how to bake from Blueprint Utility. Keep pushing.
Hey Man, I've been following your thread here and in the discord chan, you guys are amazing. I was having issues but thanks to u and Seb, I got it to work it out on my own setup. QUESTION for anybody. Is there a way to access my HDA StaticMesh output after the bake?
I plan to take that generated Static Mesh for further tweaks inside the engine but I cant find info on the official documentation on how to access to it once baked. My guess is that maybe there's a node for that and I have to attach it whether to my Post Auto Bake or Completed Delegates