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?