In a project you have access to Content and Engine folder, the engine folder isnt actually in your project but you can preview and use those assets.
I want to add another folder as an Asset Library with a bunch of assets that I can browse through and add (copy) to my project as needed, preventing my main project from exploding in size, it will only contain what I’m actually using.
I created a new unreal blank project, added starter content and also a Content/Test/Test.uasset material folder,
I think in the DefaultEngine.ini theres supposed to be an option to mount a folder to a project but I cant get it working. Lines I tried in my .ini:
That’s an excellent goal for efficient asset management. You’re looking to create a shared, browsable asset library that doesn’t automatically get included in every project, allowing you to selectively copy assets into your current working project.
Let’s break down your current approach and discuss the best ways to achieve this:
This directive is indeed the correct way to add a new root path to the Content Browser’s “Sources Panel” (the left-hand tree view).
“/AssetLibrary” is the display name for this root in the UI.
“E:/UnrealAssetLibrary/AssetLibrary/Content” is the disk path that this UI entry points to.
Observation from your screenshot: It seems like this part is working, as “AssetLibrary” appears in your Sources Panel. The “Content” and “Engine” folders appearing under your “AssetLibrary” in the Sources Panel’s “All” view is a bit unusual if E:/UnrealAssetLibrary/AssetLibrary/Content is the direct location of your assets. This might indicate that the engine is trying to interpret this mounted path as if it were another project root, or there are subfolders named “Content” and “Engine” within your E:/UnrealAssetLibrary/AssetLibrary/Content path.
This section (Core.ContentMountPoints) is generally used by the engine and plugins to register paths where core content or plugin-specific content can be found and loaded automatically (e.g., for C++ classes to find their associated assets).
For simply browsing an external library with the intent to manually copy assets, this line is likely not necessary and might even cause unintended behavior if the engine tries to treat these assets as part of its core loadable paths for every project. I would recommend removing or commenting out this [Core.ContentMountPoints] entry for your specific goal.
Sorry, the screenshot was to show what I wanted was a new folder folder to be in this list like Content and Engine I wanted another folder, this is from the project I want the assets from - called AssetLibrary (I probably better if I used a screenshot from my other project)
I removed [Core.ContentMountPoints]
Just have: [/Script/UnrealEd.EditorEngine] +ContentBrowserRootMountPoints=(“/AssetLibrary”, “E:/UnrealAssetLibrary/AssetLibrary/Content”)
But still do not see any new item in the Content Drawer
I tried looking at the logs but have found no messages of mounting failing, not a single mention of “AssetLibrary” or /Script/UnrealEd.EditorEngine, looked at the logs in the Saved/Logs/ and the Editors Output Logs
I tried editing the Global DefaultEngine.ini in my UE home directory and no luck there in the editor or the logs
Made my own plugin, adds a button the the context window that lets me copy a file and all files that reference it to another location
So in my case I made an AssetLibrary folder outside my project and made a symbolic link to it inside my project, added it to my .gitignore.
Now when I want an asset I use my plugin to copy everything of that asset to my own projects Asset folder. So if I copy AssetLibrary -> Materials -> World -> grass.uasset it will copy assets to: Assets -> Materials -> World -> grass.uasset Assets -> Textures -> World -> grass_texture.uasset
Unreal Engine has 2 filters as well I found helpful: Filters -> other filters -> not used in any level / any asset this helped me find which assets I was using already while I moved everything to my Library and specifically add to my main asset folder
I don’t see ContentBrowserRootMountPoints and Core.ContentMountPoints mentioned anywhere on the internet.
The best I could find about this in the docs is this article, under the section “Adding and Removing Sources”. And adding our personal library as a plugin seems like the way to go. This Youtube tutorial shows how to make a “Content Only” plugin.
One thing that isn’t mentioned in the tutorial is that you can move the plugin folder to the Engine\Plugins folder and it will be visible in all projects within that engine version.
Still, I wish this was a purpose-built feature.
This comment by a staff states that a personal asset library feature may come to FAB at some point in the future.
By the way, the comment by mahammadsutar is AI generated…