M.J.’s Dynamic Asset Library

A Blueprint and C++ accessible asset loading and management library.

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Description

Demo Video:https://youtu.be/zR9Xi6cntGc

Demo Project: https://github.com/CSPshala/MJALDemo

Ever wanted to get an asset or two by just saying “Hey I just want that asset, there!” or “Hey can I get all the assets at this location?” How about if it could be done with blueprints? During runtime? By asking for it by name or path?

Misfit Joe has got you covered!

This plugin retrieves and loads .uasset UObjects at whatever Unreal File System path you would like.

Example: Give it a Unreal File System path (eg: /Game/Blueprints) and it will load the filtered assets in that directory and return an array of AActors (or UObjects if you use the low-level access).

Real world use case: I use my own plugin in a fighting-lite game of mine to pre-load my character’s animations based on what weapon type they have equipped (or may have equipped later). Allows finding updated animations by name only, reducing my animation states.

Additional Videos:

Short Demo: https://youtu.be/WD8k3YiHlKk

Pre-publish Demo: https://youtu.be/2LAFDUCu7vg

Technical Details

Changelog:

Future:

Code Modules: 

Number of Blueprints: 0

Number of C++ Classes: 1

Network Replicated: No

Supported Development Platforms: Windows, MacOS

Supported Target Build Platforms: All Platforms

Documentation: https://github.com/CSPshala/MJALDemo

Example Project: https://github.com/CSPshala/MJALDemo

Important/Additional Notes: Remember to have a great day!

Supported Engine Versions

4.19 – 4.20, 4.27