How does the Epic Games Launcher Update an Asset Pack

My question is about how the Epic Games Launcher Unreal Engine Library handles updates to my published AssetPack.

I had asked Fab support, but they were not sure, and so directed me to ask here.

If I ship a v1 of my asset pack and someone puts it into their library and then adds it to their project, what happens when I release v2 of that asset pack?

Here’s an example use case that illustrates my question:

  1. SuperAssetPack has 2 assets: Content/SuperAssetPack/Material1.uasset and Content/SuperAssetPack/Material2.uasset
  2. User adds SuperAssetPack to his library
  3. User selects SuperAssetPack in his library and chooses Add to project. He chooses his game FunHouseGame.
  4. FunHouseGame now has the new files Content/SuperAssetPack/Material1.uasset and Content/SuperAssetPack/Material2.uasset
  5. Publisher updates SuperAssetPack and removes Content/SuperAssetPack/Material1.uasset, updates Content/SuperAssetPack/Material2.uasset and adds Content/SuperAssetPack/Material3.uasset
  6. User sees what in his Fab library? I think this is where he’d see an update badge.
  7. User updates SuperAssetPack in his library to latest version.
  8. Has anything happened to any project that he’s added SuperAssetPack to? I don’t think so.
  9. User selects add SuperAssetPack to his game FunHouseGame. Or is there a “update project” option?
  10. What is done to the files in FunHouseGame? Is Content/SuperAssetPack/Material1.uasset removed. Is Content/SuperAssetPack/Material2.uasset updated? Is Content/SuperAssetPack/Material3.uasset added?
  11. What happens if the User had made edits to Material1.uasset or Material2.uasset? Are they deleted or overwritten? Is the user given a warning?
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You basically have to leave everything from V1, and just add the V2 stuff :slight_smile:

You can modify things in V2, but bear in mind that people using V1 will not be happy if V2 has bits missing ( variables, different asset IDs etc ).