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Ability to check for existing uassets on load #42

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antirotor opened this issue Aug 11, 2024 · 1 comment · Fixed by #47 · May be fixed by #180
Open
2 tasks done

Ability to check for existing uassets on load #42

antirotor opened this issue Aug 11, 2024 · 1 comment · Fixed by #47 · May be fixed by #180
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type: enhancement Improvement of existing functionality or minor addition

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@antirotor
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Is there an existing issue for this?

  • I have searched the existing issues.

Please describe the feature you have in mind and explain what the current shortcomings are?

When something is loaded via Loaders to Unreal, data is imported and converted to UAsset. It can take some time, it will definitely use some project space. If you have Unreal Content plugin added to the project, you can use uassets there to "link" content to the project without actually adding it there directly. So when loader is loading data, it could check if one of the content plugin associated with project contains already existing uasset (with the same name and/or metadata) and if so, then just create instance to track the loaded asset with correct path but not really importing it again.

How would you imagine the implementation of the feature?

You can query content plugins with API, they behave basically just as additional paths within the project. For implementing the feature, we need to be sure that our naming is consistent across the asset types we are loading. Conflicts could be easily solved by simple question to the artist (do you want to use existing one or load new)

Are there any labels you wish to add?

  • I have added the relevant labels to the enhancement request.

Describe alternatives you've considered:

No response

Additional context:

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@antirotor
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I am reopening this issue as the current implementation isn't solving the problem:

user story is following:

  • Load bunch of asset via AYON to Unreal
  • With Migration Tool, move them to Content Plugin
  • All subsequent operations should use the new location: if I version up the asset, it should check if it isn't already in the path of Content Plugin and if not, it should load it there.

Content plugins are way to mitigate large size of the project so large assets can be stored outside the Unreal project itself and shared via content plugin. Without this check, AYON will always pull new asset version directly to the project, bloating its size.

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Labels
type: enhancement Improvement of existing functionality or minor addition
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