Create UAsset from outside of the editor

I’m working on a code generator that’s meant to be able to target multiple engines. The only thing is I need some uassets to tie all of the functionality together, without requiring the end user to manually create those assets. I found this post for working from within the engine. Which tool does Unreal use for creating blueprints? Can I call it from outside of the engine?

i have same quetion plz answer it!

oh seriously
its not rocket science
some body give uasset’s decoding algorithm

pretty sure u cant create uassets outside of the editor. what kind of asset do you want to create?
either way only the engine Editor can create and read the files.

oh come on
i open bp uassets with notepad+ and change its name and its value in string case and it work correctly! but the problem is about int or flout value,s that i cant find defaults values of that and the other problem is i cant change any name or string value to something with different number of character

Anybody home ?

Anybody home ?

Rather than trying to hand code logic to write binary .uassets, I would recommend looking into ue4 commandlets. You can launch a hidden editor in it’s own process and through command line parameters have it execute some custom code in a “commandlet” and then exit the process with a status code.

Inside the commandlet you could have it import a source fbx and save it as a Ustaticmesh .uasset or import a .png to a Utexture2d and so on.

Commandlets are definitely great. It’s been awhile since I attempted to generate .uassests got most of the way there, but broke the sample project in the process. The only problem is commandlets do not seem to work on Linux, at least when I checked. I would always have the demo commandlet project just throw errors on me.

commandlet can set default value on some blueprint class?