Asset Manager Explained, Inside Unreal
This week on Inside Unreal, Ben Zeigler will walk us through how to use the Asset Manager to efficiently categorize, load, and ship large amounts of data. We ll explain the origin and purpose of the system, followed up by an ineditor tour of how Action RPG use the Asset Manager including Blueprint nodes for Asynchronous Loading. We ll also dive into an ineditor example of how to use the Asset Manager tools to investigate a packaged build, plus a codefocused section where we ll discuss different ways to extend Asset Manager for a game. ANNOUNCEMENT POST TIMESTAMPS 00:00 Intro 00:18 Introduction Overview 01:40 What is the Asset Manager 02:50 Functions of the Asset Registry 04:14 Why does the Asset Manager exist 07:18 Asset Manager Components 08:54 Defining a Primary Asset Type 10:00 Blueprint Usage 16:58 C++ Usage 19:10 Using Asset Bundles 20:30 Loading Best Practices 24:30 C++ 29:23 Support for Cooking and Packaging 31:19 What
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