#what do you mean with externally here?
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so the asset is not part of the project?
i want a player to create characters, their config is saved centrally, these characters can be then loaded anywhere in a cluster of servers, for example
a uuid is loaded, references an asset or an array of assets etc.
this can then be spawned into the world
but those would not be assets right
or how do you see this working?
cause you won't be able to create a uasset outside of unreal
well the references to the assets i thought to use primary asset id
i just need to reference the primary asset id and provide it some config
the asset or the id?
the asset id is in the db, the asset is in the game
i save the primary asset id to the db and some properties
so what's the difference between storing the id or storing an asset path then
i then find and load the asset using the primary asset id
you can do it in a multitude of ways
asset path can change
primary asset id from what i read doesn't
bit like treating the content as a giant hash map
did that make sense?
i wasn't until recently, but this is the first time i tried to treat a blueprint as an asset