You may also want to look up the Cooking Rules defined on the EPrimaryAssetCookRule API Page. For detailed information on the options available within FPrimaryAssetRules, check its API Page. These rules are defined by the FPrimaryAssetRules structure, and are used by the Asset Manager to determine how to handle Assets at cook time. Primary asset rules are used to determine which primary assets have management authority over which secondary assets, as well as how to handle assets during the cooking process. Primary assets are the type referenced in the cooking and chunking process. The sections below outline how to use these tools and how to interact with chunks in the editor.Ī primary asset is an asset that can be manipulated directly by the asset manager, while secondary assets are assets that are loaded automatically when a primary asset references them. Both use a system of rules and metadata to construct chunks, which are then read during the cooking process. You can designate assets as belonging to specific chunks using the Asset Manager or using Primary Asset Labels. pak file which you can then distribute through a content delivery system. A chunk is a numbered collection of assets recognized by the engine's asset management system, and when a project cooks, each chunk generates a. When you cook your project, Unreal Engine 4 (UE4) can divide up your game's assets into separate chunks that can be independently distributed, such as with DLC and patches. Defining Chunks With Rules Overrides in Configsĭefining Chunks With Primary Asset Labels
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |