Hello guys! Is there a way to get access a folder in the content browser and filtering its components to create a list via blueprint? With Editor Utilty Widget? Or other stuffs?
Thank you so much!
Hello guys! Is there a way to get access a folder in the content browser and filtering its components to create a list via blueprint? With Editor Utilty Widget? Or other stuffs?
Thank you so much!
@ClockworkOcean
This video is well done and very interesting! I watched it a couple of times to be more sure but unfortunately I didnât find any real answers to my problem, but I think I still managed to make a step forward. I created an euw, I inserted a button to which I correlated an event on clicked, where I try to use an asset registry on the path in which I want to filter and retrieve the data in the editor, to then collect and transmit them so that I can then use them in run time. Only when I click on the button, the flow stops at the second print string, that is, it stops at the validation before the loop. I canât understand, could it be that Iâm using the asset registry wrong?
@ClockworkOcean It was as you said! I totally misunderstood the asset registry and thought it was supposed to be like a manually preloaded container, instead it is an âautomaticâ function. Thanks a lot hero! ^^
@ClockworkOcean Now that I think about it⌠so itâs false that the asset registry can only be used in editor to manipulate the content browser? Because rewatching the video, I noticed that he is accessing the content, and manipulating that data, with a normal bp actor, in run time. So, Can I avoid the euw?
Whatâs euw? ![]()
Editor Utility Widget
You can.
I made an actor BP that puts random meshes into the level during construction. It could also do it at runtime.
Jesus! It was false! ![]()
You saved me again!
Do you think do it the same but in run time instead, could work in future if Iâll add/remove contents in the same folder Iâm filtering now? (Apologize my eng)
@ClockworkOcean
If the contents of the folder is different next time you run, the script will do something different. Is that what you mean?
Yes I mean whether doing it at run time is reliable, in case the folder undergoes changes, such as items removed and/or updates.
If youâre using the asset manager to change contents of folders, then this code would still work.
Iâm not sure what you mean for asset manager in this case. I meant adding/removing via content drawer
Ok, but you canât do that at runtime, right? ![]()
I mean, you can import or remove assets at runtime, but not via the content drawer.
In a perspective where the game is ready and distributed, no, at the moment I was still thinking in terms of development. Because I thought: âif one day I had to update the game, adding and/or removing content, I would still have to do it through the UE editorâ
Am I doing it all wrong?
When you need to update the game, you just edit your project and repackage it.
Most game distribution hubs ( like Steam / EGS ) have a âdiff uploadâ, that lets you only upload the parts that have changed.
Ok clear, although I still have doubts about the asset manager you were referring to. I mean I am in a completely new phase of the project for me. Before now I have never tried to take data in the content drawer and try to convert it into permanent and usable data in run time. However, to be fair I created a new question. For the rest what can I say, immense respect for you.
The asset manager / asset registry, IS the content drawer ![]()
Itâs the system that knows what is where, in which folder, what it refers to etc.
You usually donât need to make a system to talk to it at runtime. Maybe we are talking at cross purposes?
Why do you need this?