I’m doing a tutorial showing building a Virtual Production set from scratch. I need to provide people with a few pre-built assets that create an Aruco tag object. This includes a blueprint, 3 static meshes and 3 materials.
I know about using migrate to move assets between projects, but in this case the users won’t have a project to migrate from. They are following a tutorial to create a project from scratch, so I want to give them just a small zip with these 7 assets they can import.
I can’t find any information on how to do this. If I just give them the uasset files zipped up, the blueprint loses references to the materials and static meshes and the user has to manually re-set them.
So how can I put these 7 uassets into a zip that users can easily import. The marketplace does this with it’s “add to project” button that drops purchased assets into a folder, how can I do this with my 7 assets?
Hey @Greg.Corson ,
you have 2 options: Create a zip file from your migrated assets or create a ContentPack
Option A:
Create a new folder called “Content” in your explorer (not in Unreal)
Open your project in Unreal, select your assets, right-click and choose AssetActions=>Migrate
Select all your asset and their shown references and/or folders (default: all related assets are selected)
Click OK and select your newly created “Content” folder
ZIP this “Content” folder and send it to your viewers/customers. They can then just extract it into their new and fresh project.
Option B:
Create a new folder called “ContentPack” in your explorer (not in Unreal)
Inside this folder create a folder called “FeaturePacks”, a folder called “Samples”, a folder called “ContentSettings” and a text file called “ContentToPack.txt”
Inside your “Samples” folder create a folder called “MyContentPack” and inside your “MyContentPack” create a folder “Content”
Migrate your assets to this newly created “Content” folder as described above
Inside your “ContentSettings” folder create a folder called “Config”, a folder called “Media” and a *.json file called “manifest.json”
Inside your “Config” folder create a *.ini file called “config.ini” with the following content:
Place 2 pictures (if you want) inside your “Media” folder like “MyContentpack.png” with a resolution of 64x64 pixel and “MyContentpack_Preview.png” with a resolution of 400x200 pixel
hey there, I tried doing this but got an error at the cmd stage
LogPakFile: Display: Using command line for crypto configuration
LogPakFile: Error: No pak file name specified. Usage:
LogPakFile: Error: UnrealPak <PakFilename> -Test
LogPakFile: Error: UnrealPak <PakFilename> -Verify
LogPakFile: Error: UnrealPak <PakFilename> -Info
LogPakFile: Error: UnrealPak <PakFilename> -List [-ExcludeDeleted]
LogPakFile: Error: UnrealPak <PakFilename> <GameUProjectName> <GameFolderName> -ExportDependencies=<OutputFileBase> -NoAssetRegistryCache -ForceDependsGathering
LogPakFile: Error: UnrealPak <PakFilename> -Extract <ExtractDir> [-Filter=<filename>]
LogPakFile: Error: UnrealPak <PakFilename> -Create=<ResponseFile> [Options]
LogPakFile: Error: UnrealPak <PakFilename> -Dest=<MountPoint>
LogPakFile: Error: UnrealPak <PakFilename> -Repack [-Output=Path] [-ExcludeDeleted] [Options]
LogPakFile: Error: UnrealPak <PakFilename1> <PakFilename2> -diff
LogPakFile: Error: UnrealPak <PakFolder> -AuditFiles [-OnlyDeleted] [-CSV=<filename>] [-order=<OrderingFile>] [-SortByOrdering]
LogPakFile: Error: UnrealPak <PakFilename> -WhatsAtOffset [offset1] [offset2] [offset3] [...]
LogPakFile: Error: UnrealPak <PakFolder> -GeneratePIXMappingFile -OutputPath=<Path>
LogPakFile: Error: Options:
LogPakFile: Error: -blocksize=<BlockSize>
LogPakFile: Error: -bitwindow=<BitWindow>
LogPakFile: Error: -compress
LogPakFile: Error: -encrypt
LogPakFile: Error: -order=<OrderingFile>
LogPakFile: Error: -diff (requires 2 filenames first)
LogPakFile: Error: -enginedir (specify engine dir for when using ini encryption configs)
LogPakFile: Error: -projectdir (specify project dir for when using ini encryption configs)
LogPakFile: Error: -encryptionini (specify ini base name to gather encryption settings from)
LogPakFile: Error: -extracttomountpoint (Extract to mount point path of pak file)
LogPakFile: Error: -encryptindex (encrypt the pak file index, making it unusable in unrealpak without supplying the key)
LogPakFile: Error: -compressionformat[s]=<Format[,format2,...]> (set the format(s) to compress with, falling back on failures)
LogPakFile: Error: -encryptionkeyoverrideguid (override the encryption key guid used for encrypting data in this pak file)
LogPakFile: Error: -sign (generate a signature (.sig) file alongside the pak)
LogPakFile: Error: -fallbackOrderForNonUassetFiles (if order is not specified for ubulk/uexp files, figure out implicit order based on the uasset order. Generally applies only to the cooker order)
LogPakFile: Display: UnrealPak executed in 0.004873 seconds```
Any help?
Is option “B” the proper way to set up asset packs that are planned for sale on unreal’s marketplace? I have just completed work on a set of meshes (42 high quality meshes with two master materials and many material instances) and want to submit them very soon…