#what do you mean with externally here?

1 messages · Page 1 of 1 (latest)

little horizon
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right now, a database

winged forge
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so the asset is not part of the project?

little horizon
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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

winged forge
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but those would not be assets right

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or how do you see this working?

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cause you won't be able to create a uasset outside of unreal

little horizon
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well the references to the assets i thought to use primary asset id

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i just need to reference the primary asset id and provide it some config

winged forge
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but where does the asset live

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in your project?

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or in the db

little horizon
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the asset or the id?

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the asset id is in the db, the asset is in the game

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i save the primary asset id to the db and some properties

winged forge
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so what's the difference between storing the id or storing an asset path then

little horizon
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i then find and load the asset using the primary asset id

winged forge
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you can do it in a multitude of ways

little horizon
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asset path can change

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primary asset id from what i read doesn't

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bit like treating the content as a giant hash map

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did that make sense?

winged forge
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could be

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I'm not too familiar with asset ids tbh

little horizon
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i wasn't until recently, but this is the first time i tried to treat a blueprint as an asset