//以下的FSoftClassPath/FSoftObjectPath都公开在Editor里设定
// item in TArray<FSoftClassPath>
FSoftClassPath temp = FSoftClassPath_UsedInBluePrint_BuildFunc(item);
UClass* LoadedClass = temp.TryLoadClass<AActor>();
FSoftClassPath FSoftClassPath_UsedInBluePrint_BuildFunc(const FSoftClassPath __OriginFSoftClassPath__)
{
FString TargetPath_BuildForBP = TEXT("Blueprint'") + __OriginFSoftClassPath__.GetAssetPathName().ToString() + TEXT("'");
return FSoftClassPath(TargetPath_BuildForBP);
}
// item in TArray<FSoftObjectPath>
FSoftObjectPath temp = FSoftObjectPath_UsedInBluePrint_BuildFunc(item);
UClass* LoadedClass = AssetLoader.LoadSynchronous<UClass>(temp);
FSoftObjectPath FSoftObjectPath_UsedInBluePrint_BuildFunc(const FSoftObjectPath __OriginFSoftObjectPath__)
{
FString TargetPath_BuildForBP = TEXT("Class'") + __OriginFSoftObjectPath__.GetAssetPathName().ToString() + TEXT("_C'");
return FSoftObjectPath(TargetPath_BuildForBP);
}