How do I get more content in content browser quickly?

Thats what demos and templates are for. Download demo and copy uassets or use migrste tool of picked content to your project

I have switched from UDK and what I really realized is that UDK has tons of content in content browser while UE4 doesn’t have any. When I make a level I like to have a simple concept and add a ton of assets into it and make it as I go along. But when I have to think of every asset I want, import it and add textures to it. I find it is not very easy to be creative. Is there anyway I could get lots of content in my content browser quickly (not one by one). Like installing UT Sample Game content in UDK.

Just to add to what mentions, here’s a list of content and how to get it into your current project easily:

  • Download each of sample projects available in Marketplace
  • When you see some things you want to use from one of Marketplace projects, select all assets you want in Content Browser, right-click, then Migrate.
  • If you’d like to do things from Windows Explorer, navigate to the .uasset files for assets you want to move, and copy them to appropriate folder for your project
  • When you start a new project, make sure to click checkbox for “Include Starter Content” for a decent amount of basic assets

Hope that helps!

Is there a way when you migrate content to keep material assignments to your meshes? Basically is there a way to create a “prop” with unreal materials already assigned and then import that to your project? Right now when I migrate my mesh and materials I have to reassign all elements (18 in my particular case) which is very tedious. Or should I be using something other than migrate? thanks!

Hey ,

When you migrate files between projects, you need to be sure you’re placing files in Content folder for your project. Then all meshes should have their materials assigned, and all materials their textures.

Hi guys, thanks for answers. I have just finished installing all of sample content. But each time I create a new object I will have to import everything in again. Is there a way I could add all of content into starter content so it is included with every project?

Thanks for reply ! Here is what I am seeing:

In my original project I am importing a mesh from a Maya fbx export. I have assigned new materials in Unreal Editor that I have created within Unreal to replace placeholder materials that came through from Maya fbx export. Now, is there a way to make those material assignments exist for that mesh in content browser? Or do they just exist for that instance in my scene at that point? I think once I drag mesh into my scene I am just assigning new materials for that instance?

When I copy migrated folder to my new Content folder it shows up in new project. I get my mesh and all materials I created in original project. However material assignments for each Element are not carrying over to other project as they exist in my scene outliner.

I guess what I want is to export scene version of my mesh. Do I need to make a blueprint of mesh with all of its element assignments first? It seems like blueprinting encapsulates everything together but I lose access to individual “Element” assignments. I am going to go through all blueprint tutorials now and see if that is way to go.

Hi when I used windows explorer method I noticed that once I imported them into game all of static meshes were without material. I then tried to add corresponding material from materials folder and all of materials just reset to default checkered material.

You could add it into engine conten folder, because then you should have it in every project → Unreal Engine - 4.0 - Engine - Content

Creating a Blueprint for that instance of your mesh is certainly an option, but it sounds like you’re looking for something simpler than that. If you’re looking to make those assignments stick to asset itself rather than to an instance of it, you need to make sure you’re making those assignments to mesh in Content Browser, and not in Details panel for Actor in your level.

Scene Outliner lists Actors you have made from assets in your Content Browser. Actors are what we call instances of objects. If you adjust an Actor, those adjustments are for that particular instance of your object. Making those changes to mesh itself, which you can access through Content Browser, will adjust all Actors or instances of that mesh in your level.

Then, if you save your mesh, you’ll be able to export it or migrate it with those assignments intact!

Hope that helps!

Hey brycem24,

You mention importing your files after moving them, which you shouldn’t need to do. If you copy the .uasset files into Content folder of your project, and you make sure you’re moving all materials and textures in same folder structure as it existed in original place, then they will show up in your project next time you open it. You shouldn’t actually be able to (or need to) import .uassets at all.

Thanks ! That makes much more sense now!