Hi,
We would like to ask about the recommended workflow for automated raw asset importing into Unreal Engine in a Horde-based environment.
Currently, we use P4 DAM for storing raw assets, with the source files living in a separate Perforce stream from the main game and engine repository. Our goal is to keep raw assets outside of the primary Unreal project repository whenever possible.
We are exploring a workflow where Horde Agents would execute automated import jobs using a headless Unreal Editor instance. The idea would be for the agent to:
- sync raw assets from the P4 DAM stream,
- perform automated imports into the Unreal project,
- apply project-specific import rules and processing,
- save generated
.uassetfiles, - and submit the resulting asset changes back into the main game/engine repository.
We would like to understand what the currently recommended “golden path” is for building scalable automated asset ingestion pipelines in Unreal Engine.
Would Interchange Framework with custom pipelines be the recommended direction for this type of workflow? From the documentation, it appears that Interchange provides a flexible and customizable import pipeline system that could potentially handle most automation scenarios through C++, Python, or Blueprint customization.
Would you consider Interchange production-ready enough today for large-scale automated imports running through Horde Agents and headless editor automation? In particular, we are interested in understanding whether Interchange is currently intended to replace most custom importer workflows for FBX, textures, and other source assets in production environments.
Best regards
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