void BluePrintProvider::AddAsset()

in src/cpp/RiderLink/Source/RiderBlueprint/Private/BlueprintProvider.cpp [24:36]


void BluePrintProvider::AddAsset(FAssetData const& AssetData) {
#if ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION <= 23
    UObject* cls = AssetData.GetAsset();
#else
    UObject* cls = AssetData.FastGetAsset();
#endif
    if (cls) {
        UBlueprint* Blueprint = Cast<UBlueprint>(cls);
        if (Blueprint && Blueprint->IsValidLowLevel()) {

        }
    }
}