CONTENT BROWSER VIA BP?

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!

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@ClockworkOcean
This video is well done and very interesting! I watched it a couple of times to be more sure but unfortunately I didn’t 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 can’t understand, could it be that I’m using the asset registry wrong?

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Should this node by ‘get asset registry’?

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@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 “automatic” function. Thanks a lot hero! ^^


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@ClockworkOcean Now that I think about it… so it’s 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?

What’s euw? :slight_smile:

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Editor Utility Widget

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You can.

I made an actor BP that puts random meshes into the level during construction. It could also do it at runtime.

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Jesus! It was false! :pensive_face:
You saved me again!
Do you think do it the same but in run time instead, could work in future if I’ll add/remove contents in the same folder I’m 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?

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Yes I mean whether doing it at run time is reliable, in case the folder undergoes changes, such as items removed and/or updates.

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If you’re using the asset manager to change contents of folders, then this code would still work.

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I’m not sure what you mean for asset manager in this case. I meant adding/removing via content drawer

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Ok, but you can’t do that at runtime, right? :slight_smile:

I mean, you can import or remove assets at runtime, but not via the content drawer.

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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: “if one day I had to update the game, adding and/or removing content, I would still have to do it through the UE editor”
Am I doing it all wrong?

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When you need to update the game, you just edit your project and repackage it.

Most game distribution hubs ( like Steam / EGS ) have a ‘diff upload’, that lets you only upload the parts that have changed.

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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.

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The asset manager / asset registry, IS the content drawer :slight_smile:

It’s the system that knows what is where, in which folder, what it refers to etc.

You usually don’t need to make a system to talk to it at runtime. Maybe we are talking at cross purposes?

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Why do you need this?

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