Unreal Engine 4.7 Preview

[=;215676]
Right now it is only Epic content though. I would be interested to hear how we can create our own content packs if that is possible, would save me so much . Is currently possible?
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Technically yes, however it is a rather manual process. You need to use UnrealPak tool to bundle up a collection of files in correct hierarchy. If you want to see how one is currently set up you can use command that looks like “UnrealPak d:\Temp\TP_FlyingBP.upack -Extract d:\Temp\FlyingBP”. exports upack to folder specified.

To make one of your own it can either be done with by directory “UnrealPak d:\Temp\TP_FlyingBP.upack -create=d:\Temp\TP_FlyingBP” which will gather up every file in directory. However, we typically use a source file that specifies which files to gather up like so “UnrealPak d:\Temp\TP_FlyingBP.upack -create=d:\Temp\TP_FlyingBP\contents.txt”, contents.txt contains a list of files (wildcards allowed) to gather up and store in pack, so in case of flying BP it looks like:


../../../Templates/TP_FlyingBP/manifest.json
../../../Templates/TP_FlyingBP/Config/config.ini
../../../Templates/TP_FlyingBP/Content/*.*
../../../Templates/TP_FlyingBP/Media/TP_FlyingBP.png
../../../Templates/TP_FlyingBP/Media/TP_FlyingBP_Preview.png

Pathing is always fun on both commandline and in contents file, may take a few tries to get it set up right, but in theory you can build one yourself :slight_smile:

[=RedEyes;215925]
looks like I can import some Upack files from content browser, but i can’t to find way to export a selection of asset to create an Upack file by myself.
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We do have plans on essentially replacing current Export Assets functionality to write to a upack and hopefully provide mechanisms to gather up related C++ to make your own code-based packs, however, that is future work that we haven’t started on yet.