Load assets from external folder with packed project

Hello,

I want to create a 3d configurator. The main problem is that I want to publish more and more assets to the app. I don’t want to use the pak files because it seams a bit unhandy.

My idea was to create the configurator that displays some 3d assets. The assets are not shipped in the main package. With an http call I want to get the name of the needed object and if the object exists in an external folder e.g. on the server where the packed app is the object gets shown. So that I can convert my fbx to uasset with cmd/terminal and upload the new files to the folder.

short:
fbx to uasset (cmd command) → upload uasset in external folder → packed App access external folder → 3d object is shown

So similar to change 3d Models via Content Browser and File Path but after beeing packed.
Any ideas or suggestions? Would be super nice!

Thanks in advance!

Hey there @Tom2201! If we’re trying to avoid Pak files, know that cooked data won’t be available without using the Pak tools themselves, but your use case as a product configurator and not a game, that limitation shouldn’t be too much of an issue thankfully.

In previous versions of Unreal I used to use a much older version of the (Free) Runtime Mesh Loader plugin back in UE4. It looks like this is a partially updated fork that might still work but your mileage may vary. Though some users have recommended the (Paid) gITFRuntime plugin instead, but I haven’t used it myself.

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Thank you for the reply! I will try and let you know! I tried to create my own Plugin but on Mac I can#t figure it out…

This one worked for me. Now I only need a solution to store the downloaded asset in UE. For example with an textile that I can loop trough and load only new models and delete/save them.

Glad to hear it worked out! Being able to save the assets in an Unreal readable format may be difficult, depending on how glTF Runtime works. From a quick glance, it creates it’s own asset type as sort of a proxy for the meshes. Where I’d start in the source would be checking out what data it passes to generate them, how it passes this, and if possible write that data to a filetype in system, then load it upon launch, though this is a bit more of an addition or a hack.

I found the solution. I took the gltfRuntime plugin and used the Load GLTF From Filename function. There I passed a variable string that contains the “folder_path + Objekt_Name(variable)+File_Format_Ending”. The asset is passed then to a spawn actor node. Then I packed the Game and access the Content of the compiled .app . So the “Game” reads from the given folder and if the file is available it loads the file. That way I’m able do adjust the content for my needs. I can add, edit or delete the gltfs in die given folder without needing to process the .pak files.
Thank you again and happy easter!

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