I’m porting a bunch of code that works in a couple of other engines. Our artists have a large amount of existing content that works with this code. I want to make their content uassets… drag-able and drop-able in the Unreal editor. I’ve got a couple of problems.
- These pieces of content often have dependencies on each other, and they are named the same with only different file extensions. For example, “foo.midisong” internally references “foo.mid” and “foo.patch”. And “foo.patch” references “foo.wav”. All of those might be in the same directory. Best as I can tell, if I make UFactories for those file extensions, and drop a folder containing those 4 files in it into my game’s content directory things go a bit sideways. UnrealEd, seeing supported file types, notifies the user that there is content that can be imported. But… since all 4 files have the same base name, they all try to save to “foo.uasset”.
Am I missing something? Is there a way around this? I can’t really have the sound designers go change all of these names and the internal references. I’d have to a) write a tool, and then b) ask them to change their naming convention, and then c) write a tool that “linted” their authored content looking for cases where they forgot (b).
- I could just not make factories for the “sub-types.” In this example, only make a factory for “.midisong” and not for “.mid”, “.patch”, or “.wav”… but that doesn’t really help me, because Unreal supports “.wav” assets “out-of-the-box”… so it always notifies the user that they are available for import, and there is always the possibility they will “base-name-collide” with another asset in that directory.
Anyone got any ideas?