-
Notifications
You must be signed in to change notification settings - Fork 11
Home
This is a work-in-progress .NET API/GUI to generate UEAssetToolkit compatible JSON files.
WARNING: This tool is NOT easy to use! Same goes for UEAssetToolkit. Don't expect anything to work first try, and expect plenty of editor crashes. You must know what you are doing before you attempt to use this tool! It usually takes ~5-10 hours to generate content for a small game with ~2-5k assets. This is why I highly suggest that only one member of each community generates their asset template and distributes to everyone else.
At the time of writing, it can serialize all of the cooked data for the following asset types:
- Blueprint
- Widget Blueprint
- Data Table
- String Table
- User Defined Struct
- User Defined Enum
- Texture2D (including all variants, in many supported formats)
- Font
- FontFace
- Behaviour Tree
- Blackboard Data
- Blendspace Base
- Curve Base
- Skeleton
- Static Mesh
- Skeletal Mesh
- Physics Asset
- Animation sequence
- Animation composite
- Animation Montage
- Material (excluding the data in the shadercache files)
- Material Instance Constant
- Material Parameter Collection
- Physical Material
- Sound Cue
- Simple Assets
"Simple Assets" are either:
- An asset with only properties and values/references, for example, data asset or sound class.
- A game's custom asset that the tool will serialize any available data by "guessing" its format. These assets can be specified in the simple assets entry box - more on this in the asset settings section.
It also has the ability to dummy any Blueprints/UserDefinedEnums (NOT UserDefinedStructs) based on the games' nativized asset config settings. This is vital, because otherwise you will encounter many editor crashes when generating references for assets that don't exist. For the UserDefinedStructs, you will have to either manually dummy these, or use another tool to get their data. UE4SS 2.0 may have this feature soon.
For most other asset types, that currently cannot be serialized (or don't need to be, e.g. sound wave), you will need to use the "Asset Utilities" tab to copy their cooked files into the UE project. More on this in the asset utilities settings section.