For example, the ShooterGame sample project has three chunks: You can organize chunks in any way that suits your project. Any chunks with a higher ID value than 0 are separated into different. Any secondary assets that those primary assets have authority over will be chunked alongside it.Īny asset not given a specific Chunk ID or given a negative Chunk ID will be packaged as part of chunk 0, which is the "default" chunk that is distributed with your game's base data. By defining a rule and giving it a Chunk ID, all primary assets that fall under that rule are divided into a chunk with that ID number. One of the functions of primary asset rules is organizing chunks. You may also want to look up the Cooking Rules defined on the EPrimaryAssetCookRule API Page. For detailed information on the options available within FPrimaryAssetRules, check its API Page. These rules are defined by the FPrimaryAssetRules structure, and are used by the Asset Manager to determine how to handle Assets at cook time. Primary asset rules are used to determine which primary assets have management authority over which secondary assets, as well as how to handle assets during the cooking process. Primary assets are the type referenced in the cooking and chunking process. The sections below outline how to use these tools and how to interact with chunks in the editor.Ī primary asset is an asset that can be manipulated directly by the asset manager, while secondary assets are assets that are loaded automatically when a primary asset references them. Both use a system of rules and metadata to construct chunks, which are then read during the cooking process. You can designate assets as belonging to specific chunks using the Asset Manager or using Primary Asset Labels. pak file which you can then distribute through a content delivery system. A chunk is a numbered collection of assets recognized by the engine's asset management system, and when a project cooks, each chunk generates a. When you cook your project, Unreal Engine can divide up your game's assets into separate chunks that can be independently distributed, such as with DLC and patches. Defining Chunks With Rules Overrides in Configsĭefining Chunks With Primary Asset Labels
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