// Copyright Epic Games, Inc. All Rights Reserved. #include "MuCO/LoadUtils.h" #include "AssetRegistry/AssetData.h" namespace MutablePrivate { UObject* LoadObject(const FAssetData& DataAsset) { #if WITH_EDITOR FCookLoadScope CookLoadScope(ECookLoadType::EditorOnly); #endif return DataAsset.GetAsset(); } UObject* LoadObject(const FSoftObjectPath& Path) { #if WITH_EDITOR FCookLoadScope CookLoadScope(ECookLoadType::EditorOnly); #endif return Path.TryLoad(); } UObject* LoadObject(const FSoftObjectPtr& SoftObject) { #if WITH_EDITOR FCookLoadScope CookLoadScope(ECookLoadType::EditorOnly); #endif return SoftObject.LoadSynchronous(); } }