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Soft References and Asset Registry

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    The new God of War game has no loading screens the entire game...
    Loading and ditching assets in runtime makes possible for Unreal developers do the same if they wish so.

    Soft references are important to achieve that kind of design.

    Leave a comment:


  • started a topic Soft References and Asset Registry

    Soft References and Asset Registry

    Hi! Lately i've been revolving my mind about a concept that i don't yet understand but i'd like to. I know recently the utility of "Soft References" and "Asset Registry" management has been integrated into Blueprints. I've read the documentation (such as this or this) but i don't really get the advantage -although i'm sure there is one- or the point of "unloaded" assets and what really being a soft-reference means.

    Would like to know if someone has a clear and simpler explanation.
    Thanks beforehand!
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