Recommended way to keep asset lists for dynamic access(design problem)
We have a character creation system which is almost complete. What we need now is a mechanism to feed it the proper assets to generate the character from.
The way I've done this in the past is by keeping at least two data bases(usually simple lists), one to map IDs to asset paths and another to describe the asset itself(item name, description, etc). The game would list the latter and then use the former to load the asset once a choice was made. The downside is having to manage these lists, which probably includes writing custom tools to generate them(I wish to avoid that).
I wonder whether there's a built-in or recommended way to deal with this rather common problem in UE4. So far my solution is to use a cvs file to build the lists. Based on the documentation, another approach would be to use object libraries and follow some conventions when building the hierarchy. I need more than just the asset paths however(item name, description, stats), and I need to save this information to rebuild the character later.
What is the best/proper way to keep a data base of asset paths(with metadata) for dynamic loading in UE4?
asked Dec 20 '18 at 10:16 PM in C++ Programming
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