Is it possible to use temporary assets 'streamed'?
I would like to know if there is a way to load pak, mount it and use uasset in it WITHOUT having the .uassets loaded in the project. My company is making 'avatars', 3D character (fbx + texture), and we want to give an example project for developers to allow them to use these characters but without having direct access to the fbx.
For example, I test in local, I have a .pak there: C:\Users\Username\Desktop\Test.pak made with UnrealPak.exe
This pak contain: - texture.uasset - skeletalMesh.uasset - physicsAsset.uasset - skeleton.uasset - material.uasset
I want to know if there is something like this in Unity: https://docs.unity3d.com/ScriptReference/AssetBundle.html
I work on UE4 4.21.
Hope someone could help me. Thanks. :)
asked Mar 11 '19 at 03:46 PM in Packaging & Deployment
yes, it is possible to do, there are lots of threads in the answerhub about it, search specifically for Pak mounting. Here is a thread with a lot of info about it and people sharing their experciences. I've worked on this personally and got it working but sadly I cannot share the code due to NDA, but basically what you want to do is:
Here is a thread where i posted a huge chunck of the function I made, and where I explained what I changed to make it work. Hope it helps.
answered Mar 20 '19 at 01:34 PM
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