Hello Gsitb,
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:
Understanding Your INI Configuration:
- [/Script/UnrealEd.EditorEngine] +ContentBrowserRootMountPoints=(“/AssetLibrary”, “E:/UnrealAssetLibrary/AssetLibrary/Content”)
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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).
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“/AssetLibrary” is the display name for this root in the UI.
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“E:/UnrealAssetLibrary/AssetLibrary/Content” is the disk path that this UI entry points to.
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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.
- [Core.ContentMountPoints] +Paths=“E:/UnrealAssetLibrary/AssetLibrary/Content”
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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).
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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.