What is the Asset Manager?
The Asset Manager is a new feature being added in 4.16 to allow games to add rules to easily query, cook, and load game-specific assets like quests/heroes/etc. The 4.16 version of the feature is in early access, and it will be ready for full use in 4.17. The documentation isn't ready yet, but because the feature will be very difficult to use without any I created this thread to post my in-progress documentation. A PDF version of the doc is attached, and like everything else about this feature it is subject to change in 4.17.
So what is the Asset Manager actually? It's a C++ class that is created once at startup, and can be subclassed by specific games. It will read settings out of the AssetManagerSettings section of DefaultGame.ini and build a dictionary of "Primary Asset Types" which are top level game-specific things that can be queried, cooked, and loaded. Once you have those types registered it provides an interface on top of the Asset Registry that allows reading information about them even if they're not loaded. This information allows a lot of different things, detailed in the doc.
So who is this feature useful for in 4.16? If you're a C++ programmer building a complicated game with RPG elements, and plan to update to 4.17 you should take a look as it will probably make things easier for you. If you were using the ObjectLibrary functions to load assets at runtime you definitely want to read this as this is basically a much improved version of those functions. If you're interested please read the attached documentation, and if you have any follow up questions or feedback please leave a comment on this question.
asked May 02 '17 at 04:22 PM in C++ Programming
[EPIC] Ben Zeigler
I'm answering my own question so this counts as resolved
answered May 02 '17 at 04:23 PM
[EPIC] Ben Zeigler
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