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Unreal Engine #14 - Asset Manager 

Unreal4Pro
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Hi everyone, in continuation of our C++ series, I've made this video explaining how I´m currently using the Unreal Asset Manager structure for my pickups and inventory system.
In this video you'll see:
1) What's the Asset Manager
2) How to configure the Asset Manager for a project
3) How to create a Primary Asset
4) How to load a Data Asset and use it on Gameplay
5) Structure, Ideas, Planning, and Examples of when Asset Manager might be the right choice when compared to other approaches for Inventory Items.
Quick Note: The clicking issue that I showed in the video? That´s fixed, it was an issue with mistakenly removing (RemoveDynamic) into the code for the AddDynamic to the tab button OnClicked Delegate.
Other related videos:
Unreal Engine lives explaining the Asset Manager features:
• Asset Manager Explaine...
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• Unreal Engine #06 - Co...
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• Unreal Engine #10 - Au...
Potion Ability with Gameplay Ability System:
• Unreal Engine #12 - Sw...

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19 сен 2024

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Комментарии : 21   
@kylemason01
@kylemason01 2 года назад
This is gonna help me loads. Been trying to understand this for awhile.
@vncubers
@vncubers 2 года назад
Your video helps me a lot. Thank you
@shannenmr
@shannenmr 2 года назад
Remember Widget Binds / Functions are called every frame (which in your example means you are casting every frame) and can really impact performance, better to expose text / canvas as variable and populate / set them in Constructor just once. Also for others Set Visibility "Hidden" in UMG BP code still means its evaluated in pre-pass and chewing performance etc so should use Collapse instead, though with the C++ version it takes a bool not an ESlateVisibility Enum like with BP ... need to dive in and confirm if this uses Collapse which I would hope so.
@Unreal4Pro
@Unreal4Pro 2 года назад
Thanks for the feedback! I'll dig deeper as I evolve with the project on fixing those as needed.
@mohi_kh
@mohi_kh 2 года назад
Why don't you have a Patreon? Your videos are great, and I'm sure you can get a decent number of followers if you consistently produce these quality videos.
@Unreal4Pro
@Unreal4Pro 2 года назад
Honestly? Idk yet how would that works haha... I'll see if I can study more about it by the end of the year... Maybe next year I can create one xD
@dracofells5390
@dracofells5390 2 года назад
With your soft objects how do you generally handle loading? For example the thumbnails, do you batch load a ton of assets at launch or do you only run the load functions when the UI requiring the thumbnail appears? I'm currently using the latter approach however I'm concerned about scalability and the possibility of things just failing to load later on. Any suggestions or is this something that can be avoided with the cooking system and the like?
@Unreal4Pro
@Unreal4Pro 2 года назад
That will definitely vary depending on multiple factors... mine since it's a simple project I'm just loading them as I need and I didn't had any issues so far... however for scalability (loading chunks instead of small portions) I'd highly recommend some research about async loading, you can always leave some loading prop showing up and remove it once everything is properly loaded, just be careful with that, after all, the slower the PC the more it will take to load, so it can affect your user experience... but again, it definitely will vary from project to project...
@blacklordap
@blacklordap 2 года назад
Thanks for the videos. unfortunately I'm not able to watch your videos in this period of time, but will eventually start watching them. Also I was wonder if it's possible to make a video on how to release a project properly, with the project launcher and beside that, how can we actually make patch and updates or DLCs for our game? this is literally one thing that we need. like come on everyone tells us how to make game but how do we really release and update game? that would be awesome if you can do a video on that. thanks again.
@Unreal4Pro
@Unreal4Pro 2 года назад
Sure... I'll make sure to make a video about it as the project grows... Atm I'm not really worried with packaging since it's a pretty bare bones project.
@arkanos
@arkanos Год назад
@@Unreal4Pro Hey there! Did you manage to work with the Async method at all? I am really struggling to make it work that way and there's no documentation at all :( Thanks!
@kylemason01
@kylemason01 2 года назад
Good video but it would have been nice for you to have covered how async loading works.
@Unreal4Pro
@Unreal4Pro 2 года назад
Ah... Yeah... I didn't need them just yet... But I'm pretty sure I'll need to use in the long run... Once I need them I'll make sure to make a video on that showing how to use them.
@zurgsRushm
@zurgsRushm 2 года назад
Why did you use soft references in your data assets? Aa I see, you always load assets in your code
@Unreal4Pro
@Unreal4Pro 2 года назад
Haha yeah, It also makes It possible to later use the same data assets on multiplayer code If I need to or load data async If I need to, so I always use this way as a good practice
@omerhatay2676
@omerhatay2676 2 года назад
It would be great if you could shorten the duration of the videos.
@vasusraj
@vasusraj 2 года назад
Great video. Does it support Hololens platform??
@Unreal4Pro
@Unreal4Pro 2 года назад
I don't have it myself one to test it, however I think so... Didn't saw any platform limitations in the docs at least.
@jeremyduchesne6112
@jeremyduchesne6112 2 года назад
I don't know the difference, you can do the same things with a UObject, right ?
@Unreal4Pro
@Unreal4Pro Год назад
I think so... They're somewhat the base class for everything... The only diference is that you'd need to implement everything by yourself, while UE somewhat gives you a ready to go feature to work with 😊
@stanhunter7367
@stanhunter7367 2 года назад
wazzup!
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