Demetris Zavorotnitsienko - Soft Object Path Tools

The plugin contains 5 sets of Blueprint Tools for you to be able to utilize the Google PAD plugin within Unreal and successfully download a PAK, Mount it as well as re scan the Asset Registry so your assets appear on your device. Additionally the Demo also includes an example of the second and third parts of the tool-set so you can Pre-Load level data, save it as a Table and use that table in your game-play.

The assets are stored while you load the level within your Editor and creates a list of all references. You can use that created table in game-play to Async-Load the assets in an Object array to have in memory before your level is loaded.

The mounting part has to happen within code and as a part of the API since you cannot just input a folder path to your PAK file to be mounted. This plugin does just that.

Included Blueprint Tools

  1. Mount Downloaded PAK - BP

  2. Save String Array to CSV

  3. Load file to String Array

  4. Extract Referenced Soft Object Paths From Label (Single Primary Data Asset Label)

  5. Extract Referenced Soft Object Paths From Labels (Multiple Primary Data Asset Labels)

Mount Downloaded PAK - BP

The Node has an input for an "Asset Path Location ID" from the Google PAD plugin and the PAK filename. It internally uses the Content directory and finds as well as mounts the PAK.

Save String Array to CSV

The node takes an array of Strings which can really be anything but in our case are the level reference object paths and saves it to a specific format of a CSV file which can be imported back into Unreal Engine as a Data Table. We need this to be an asset type so we can then use it as a list of objects to pre-load before a level starts. The Load node just does the reverse of bringing a file back to a String Array. (Could be used for other applications since its just a text file essentially)

Extract Referenced Soft Object Paths From Label - Labels

These two are really cool since you can use a Primary Asset Label to reference folders as well as sub-folders within your content when building a PAK. But the real power of the node is that it can output not just the individually included paths in the label but also all the object paths which were referenced in the sub-folders. So in essence you can organize your levels and PAK Chunks at the same time and load object with a simple label.

I created this as i was working on my own game and was using Chunks to split my game for Google uploads. There weren't any tools that could do the job and i had to spend weeks trying to put all the information together. Mostly use it to reference game data and load it when i need it. from my own Chunks.