This week on Inside Unreal, Ben Zeigler will walk us through how to use the Asset Manager to efficiently categorize, load, and ship large amounts of data. We’ll explain the origin and purpose of the system, followed up by an in-editor tour of how Action RPG use the Asset Manager - including Blueprint nodes for Asynchronous Loading. We’ll also dive into an in-editor example of how to use the Asset Manager tools to investigate a packaged build, plus a code-focused section where we’ll discuss different ways to extend Asset Manager for a game.
Thursday, February 11 @ 2:00PM ET - Countdown
Hey everyone, I’m working on the agenda for this right now. So if anyone has any questions/areas of interest related to the Asset Manager that they would like to know about, feel free to post them here and I’ll see if I can cover them as part of the stream. Looking forward to it!
So my main focus (and why I suggested this stream), is how and when to decide to load assets, how bundles work, i.e Say in menus I only want to load the basics of a Weapon Definition (which is a data asset about a specific weapon), and when to load things like FX for in games (ideally also when using Gameplay Cues as I assume Fortnite probably does not hard reference particles in Cues, are these loaded async when needed?). What optimal places should you load/unload assets without causing issues. Are weapon meshes for example just loaded async at the time they needed or are they loaded as a bundle?
Does async loading(with soft references, etc) operate at the package level?
I have a blueprint that creates some generated textures within its same package. Will loading the blueprint automatically pull in the textures simply by being in the same package? Or can these textures still be soft referenced and loaded/unloaded on demand?