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Assets.md

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2020-03-11_19:00:31

Assets

Static meshes and textures are examples of assets.

Assets are loaded into C++ differently depending on if the load happens in a UObject constructor or not. ( Different how? )

Assets are found in the Content Browser. Each folder in the Content Browser maps to a directory on the file system. Directories are picked up from:

  • The project's Content directory.
  • Unreal Engine's Content directory.
  • Any loaded plugin's Content directory.
  • Directories registered with FPackageName::RegisterMountPoint
  • Directories registered with UContentBrowserDataSource/ContentBrowserAssetDataSource.

ContentBrowserDataSource seems to be newer than FPackageName::RegisterMountPoint. I don't see it in my 4.25 installation.

Official documentation: https://docs.unrealengine.com/en-US/Programming/Assets/ReferencingAssets/index.html

There are two helpers for asset management: Asset Registry and Asset Manager. The Asset Registry is the lower-level system that drives pretty much everything asset-related. The Asset Manager is built on top of the Asset Registry. The Asset Registry is always available, the Asset Manager might be an Editor-only thing.

[[2021-05-11_16:14:05]] Iterating assets