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Unreal: Publishing and Loading for UAssets #4198
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I am not really sure if this will work as base for UAsset publishing yet - as we've discussed, it should be simple, checking for dependencies in validator, but look at what happened to me :)
What I did was that I've just imported simple mesh from .obj
- it correctly imported as StaticMesh. I can select it, create UAsset publishing instance and it will fail during the publishing on Check no dependencies with following:
Dependencies found: ['/Script/InterchangeCore', '/Script/InterchangeEngine', '/Script/NavigationSystem', '/Engine/EngineMaterials/WorldGridMaterial', '/Script/InterchangePipelines', '/Script/InterchangeFactoryNodes']
Question is how to deal with this - all of these are probably built-in asset. So they should be available on the project we are trying to load uaset in, right? So maybe we should allow these - and with it, what is the criteria for accepting dependencies and rejecting.
Can we say that descendants of /Engine/*
path are all OK (because they are built in)? With /Script/
it is complicated, but maybe we can say that only direct descendant of /Script
are OK, but all others are not (like /Script/Foo
is OK, but /Script/Bar/Alice
is not)?
We ignore native dependencies and dependencies from plugins
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works! thanks
Brief description
Implementation for the publishing and loading for UAssets in Unreal.
Description
This PR implements the publishing and loading of UAssets in Unreal. At this moment, only a single UAssets can be published. Hence, it has been included a validator to check that the UAssets doesn't have any dependency before being published.