Can we migrate assets from out of kite demo or infiltrator?, I just want some of the meshes

I Downloaded Infiltrator Demo because I want to use some of the assets in my project. But I can’t extract the assets from out of infiltrator because the project just crashes soon as its finished loading in the assets and it takes half an hour for it to load everything in… Soon as it finished loading It crashes soon as it says ‘Streaming Textures’, editor all crashes… So there’s not enough memory to load
both the demo and also set aside enough memory in order to stream the textures for the demo.

And I just found out you need 64 of ram at least to handle loading in the kite demo. so there’s no way I don’t think that’s gonna load
on 16 and wouldn’t want to try to spend all day waiting for it to try to load either. So Is it possible to migrate some of the assets
from out of infiltrator and into my own project? I only got 16 gigs of ram. So I’m running on the bare minimum specs
here with ram…

Because if migration fails, Epic has got no option to salvage stuff from out of other projects or convert the files so they can be
re-importable if your machine can’t load in all the project files if the demo or project is just too big for your
machine to handle. I am using Ver 12.5 of the engine.

Yuhp, just make sure you’re migrating the main asset i.e the Static/Skeletal Meshs https://i.gyazo.com/d8835abb07637c72853ce445fd058cc6.png
I also like to make sure I’ve cleaned out all of the redirectors out of the main content directory https://i.gyazo.com/15dc5f8f6cc9702d8a67ae01aa8a56a1.png

So to clarify, migrating any asset will also include any others that make it up

Yes trying to open the original infiltrator project caused the editor to crash after finished loading. because of not having enough memory
to compress and stream the textures. No it don’t have an add asset to current project option.

Brute Explorer copy doesn’t always work if the engine version of infiltrator demo was done on is much earlier than the current
version you are migrating over to * engine is not backward compatible. and that’s a nuisance when the engine can’t copy
assets between versions, so it sounds like to me that the file system has the same rigid set rules as the bones hierarchy rules.

Yes, because half the assets have blueprints attached to them, or material nodes. that’s why it causes broken blueprint nodes or references.
and when you have different engine versions you are trying to migrate over to, it also breaks the references too or migrates
but refuses to be recognized in your engine version…

Well I tried migrating a blank project into the infiltrator Project Directory. To try to open up its assets.

Soon as I try to open the blank project up. that has over 1,000 Infiltrator assets in the project directory.

CRASSSHH…

Conclusion: I don’t have enough computer ram memory… 16 of ram is what my machine has…

[QUOTE=franktech;608425]
Gotcha, the original projects may still have to be opened once to do the conversion.
/QUOTE]

He could try getting his .ddp cache to do it’s thing, which should take out some of the overhead.

A lot of the time I’ll need to keep reloading the assets to get the shaders to cache in a big project before it will become workable

Also, what value do you have texture streaming set to, wasn’t sure if that was one of the other issues your having

I think that’s a good idea if the demo has multuiple level files I can open
First you need to understand what type of game I was making. A game with tons of systems and worlds. I can’t make the worlds too big
because of the limited memory that I have. I don’t know what the settings are supposed to be for the texture streaming. That could be why it crashed. I don’t know where I need to go to find that. I haven’t looked though the whole engine yet.

When I goto OPEN LEVEL in the editor, I cannot search my computer’s hard drive or change directory paths to the project directory of Infiltrator, I can only search inside the CONTAINER of only my own
project container my I already have imported into UNREAL for assets.

Unreal Isolates the containers of those other projects away from your project area, so you can’t load in stuff from other projects unless they are in your own container directory. Its a nuisance.

THIS IS NOT GOOD, the engine should beable to just let you change directories to import any asset that you want to import from another project directory and just update the reference to your project after importing it, that’s what it should do and just allow you to drag the asset you want from the computer’s directory and just drop it into the content browser from windows explorer and it makes a copy of it

So it says, copying new asset… Resetting Redirectors References… ect. or allow you to give the new asset a name ect. But its because of the embedded blueprints also in the asset that cause the reference problems. There’s not one universal standard I know of for easy asset transfer between projects apart from file migration because the engine is evolving all the time.

For those of us like myseklf who expected the engine to just operate transferring things from one directory to another just like windows does, but the engine is nothing like windows so it causes problems when we try to treat the engine like windows and try to brute force copy it with explorer it don’t always work, it can break blueprint nodes in doing so…

I also want to know how to set up a simple array with some text widgets to put random text up on
the screen so when I step into an onoverlap trigger I get different text popping up on the screen, but nobody has stepped forward to show me how to set that up yet in a blueprint and I would like to know how to do that too.