I think that one of the most common mistakes is using hard references to assets everywhere and not being aware of soft reference existence. This led me to the point where my main character's spawn took almost 60 seconds, because it had all weapons informations inside of it. Then I wrote my own asset manager because I had no clue how the UE4's asset manager work. Videos like this are pure gold, because they show stuff that many people are not aware of and they give a point of reference of where to start. I love it! Keep up a good work!
It's a little funny- if you watch the portraits while he talks, you can see both lighting up. So the community manager's mic is picking up the consultant's audio and playing it back. Just surprising that they don't use headphones, or mute when not talking, to isolate audio when it's 1+ hour recording.
Beautiful, this is what I needed to know. Been in the reeds the past few days researching data assets for an RPG i was designing and not finding much in the tangible examples. Action RPG just downloaded and am building it now to take a deep look at it. Thank you Unreal!
Wouldve like to see the best practice for setting up the asset manager to deal with that hard reference to the goblin blueprint 52:03 That wouldve helped alot with connecting the dots and shown how simple or complicated a process like that could be! Great talk so far though I am learning alot. One question I did have was about Ancient Game. I dont see a reference to an asset manager anywhere in that project. Instead things are loaded in gameplay features. Is the asset manager still viable compared to Gameplay Features/Modular Gameplay Plugin? or are they kind of a fork in the road when it comes to asset management. What is a reason to go one way or the other?
The game he mentioned is ActionRPG (rather than Ancient). I think the Modular Gameplay is built on top of the asset manager which is built on top of the AssetRegistry. This last one has pretty much all of your assets "directions" or virtual paths. In general, the AssetManager is a wrapper on top of it for dealing with PrimaryAsset and Cooking&Packaging.The GameplayFeatures is more to deal with behaviour/high level content, but definitely there are overlaps there.
If there is no resource planning at the beginning of the project, what do you need to do when you want to do resource management at the end of the project?
Hi, does anyone know if i have a blueprint of character that have the mesh and materials, should i make it on priority 100 and the mesh assets folder itself to priority 1? Or should i do the opposite? Thank you very much!
Help. The Async Load Primary Asset List function does not exist. I can't find it. Edit: Ok, I finally managed to find out. Apparently it's not available inside functions. Why? I don't know. There is no option to turn a function asynchronous. Amazing. This took forever to find out.
I can not get this to work at all with blueprint primary data assets. The asset manager isn't finding anything. I'm done with it. I am just going to use a Map of soft references to data assets.
I'd really appreciate a shorter version of this that goes straight to the main topics. Almost 2 hours to understand the asset manager is kind of crazy.
It’s wild that a game engine company puts out videos with such terrible audio. Why is the voice being echoed by the other person who is silent the whole time? Just mute your mic. And even if you find this after the fact, a bit of processing could have made this way more tolerable. For learning material this feels incredibly lazy.
I feel like this is an incredibly useful video, but your microphone audio quality is horrendous and hurts my ears with all the crackling. Why do people use the worst microphones when recording informative videos?
Yikes guys, I'm sure this video is full of fantastic information, but the audio quality is atrocious. The two different voices are at totally different levels and one has *excessively* bad reflections, making it actively painful to listen to. Kind of a dealbreaker when the video is nearly two hours long. A decent condenser mic, pop filter, stand, and basic audio interface can be had for like $250 USD.
I think that one of the most common mistakes is using hard references to assets everywhere and not being aware of soft reference existence. This led me to the point where my main character's spawn took almost 60 seconds, because it had all weapons informations inside of it. Then I wrote my own asset manager because I had no clue how the UE4's asset manager work. Videos like this are pure gold, because they show stuff that many people are not aware of and they give a point of reference of where to start. I love it! Keep up a good work!
Load as needed!
adding chapters is a big improvement to the videos
Also jumping straight to the meat of things without all the PR stuff beforehand
It's a little funny- if you watch the portraits while he talks, you can see both lighting up. So the community manager's mic is picking up the consultant's audio and playing it back. Just surprising that they don't use headphones, or mute when not talking, to isolate audio when it's 1+ hour recording.
Beautiful, this is what I needed to know. Been in the reeds the past few days researching data assets for an RPG i was designing and not finding much in the tangible examples. Action RPG just downloaded and am building it now to take a deep look at it. Thank you Unreal!
The Moment when i wanna go sleep and the UA-cam UE notification comes
😮
Before you crash stop by my place
You know it's worth it ;) But sleep is important too!
Was just looking into this, awesome.
Learning Unreal for my channel. These videos are a big help. Thanks!
These guys are showing me how the sausage is made and it's delicious!
Nice. They released video that explains how one of actionRPG example system works few years later....
I hope you guys remake this one, the audio is really bad. :(
Keep on rocking and making cool stuff
Thanks for the video
Wouldve like to see the best practice for setting up the asset manager to deal with that hard reference to the goblin blueprint 52:03 That wouldve helped alot with connecting the dots and shown how simple or complicated a process like that could be! Great talk so far though I am learning alot. One question I did have was about Ancient Game. I dont see a reference to an asset manager anywhere in that project. Instead things are loaded in gameplay features. Is the asset manager still viable compared to Gameplay Features/Modular Gameplay Plugin? or are they kind of a fork in the road when it comes to asset management. What is a reason to go one way or the other?
The game he mentioned is ActionRPG (rather than Ancient). I think the Modular Gameplay is built on top of the asset manager which is built on top of the AssetRegistry. This last one has pretty much all of your assets "directions" or virtual paths. In general, the AssetManager is a wrapper on top of it for dealing with PrimaryAsset and Cooking&Packaging.The GameplayFeatures is more to deal with behaviour/high level content, but definitely there are overlaps there.
They had to remaster Ben's voice :D
Ooh ive been waiting for this one
Very nice video thanks Epic
If there is no resource planning at the beginning of the project, what do you need to do when you want to do resource management at the end of the project?
idk but it will probably involve crying at some point
@@bearwynn hahahaha
Thanks!
Hi, does anyone know if i have a blueprint of character that have the mesh and materials, should i make it on priority 100 and the mesh assets folder itself to priority 1?
Or should i do the opposite?
Thank you very much!
Help. The Async Load Primary Asset List function does not exist. I can't find it.
Edit: Ok, I finally managed to find out. Apparently it's not available inside functions. Why? I don't know. There is no option to turn a function asynchronous. Amazing. This took forever to find out.
Use a Macro instead. Its the same with the delay nodes. You can't put Delay nodes into functions, only into Macros.
I can not get this to work at all with blueprint primary data assets. The asset manager isn't finding anything. I'm done with it. I am just going to use a Map of soft references to data assets.
I'd really appreciate a shorter version of this that goes straight to the main topics. Almost 2 hours to understand the asset manager is kind of crazy.
Out of all the channels about Unreal Engine, this one has some of the lowest quality content 💯
Have Mercy Ben.
It’s wild that a game engine company puts out videos with such terrible audio. Why is the voice being echoed by the other person who is silent the whole time? Just mute your mic. And even if you find this after the fact, a bit of processing could have made this way more tolerable. For learning material this feels incredibly lazy.
sorry, i cannt understand😭
The echo is unbearable, the 'interviewer' should have muted his mic. Unprofessional.
1000th view, I don't care!
❤️❤️
We need updates on MetaHuman Creator 🥺
Why does this guy sound like he's asking a question for every sentence?
Terrible sound
I am confused why Epic Games has not yet implemented storing assets in a SQL or NoSQL database. It's quite obvious what needs to be done.
First baby!
I had too much to type 😭
best practices before we even get introduced to these concepts...meh
25:29
It's annoying as hell. Must be a better way.
I feel like this is an incredibly useful video, but your microphone audio quality is horrendous and hurts my ears with all the crackling.
Why do people use the worst microphones when recording informative videos?
Struggling to pay attention to this. Garbage Microphone, completely unprofessional for something from Epic/Unreal themselves
Interesting teaching in toilets
Yikes guys, I'm sure this video is full of fantastic information, but the audio quality is atrocious. The two different voices are at totally different levels and one has *excessively* bad reflections, making it actively painful to listen to. Kind of a dealbreaker when the video is nearly two hours long. A decent condenser mic, pop filter, stand, and basic audio interface can be had for like $250 USD.