Assets Guide
Alles was Sie über Assets wissen müssen
Assets in nanos world are all objects or content which come from Unreal Engine. For example Maps, StaticMeshes, SkeletalMeshes, Sounds, Particles, Blueprints etc are all types of Assets.
In order to use custom Assets in your servers, for example to spawn a Prop, or a custom Weapon you must have an Asset Pack. Asset-Packs sind eine Sammlung von Assets die zusammen aus Unreal exportiert wurden.
Ordnerstruktur
All Asset Packs go under the server's Assets/
directory. Jedes Asset Pack ist ein Ordner unter diesem.
Asset Packs downloaded when connecting to servers or downloaded from the vault will be stored in server's Assets/
directory as well!
This is an example of a server Assets folder:
NanosWorldServer.exe
Assets/
├── my-asset-pack-01/
│ ├── MyAsset_01.uasset
│ ├── MyAsset_02.uasset
│ ├── MyBigMap.umap
│ │ ...
│ └── Assets.toml
├── awesome-weapons/
│ ├── BigFuckingGun.uasset
│ │ ...
│ └── Assets.toml
Packages/
Config.toml
Assets Pack-Konfiguration
Asset Packs have a configuration file in the root of the Asset Pack folder, called Assets.toml
, in this file we can setup all pertinent settings related to the Asset Pack:
loading...
Einstellungen detailliert
See a description of what each setting does:
Einstellung | Beschreibung |
---|---|
title | Friendly name |
author | Contributor(s) |
version | Version - in the SemVer format X.Y.Z |
unreal.unreal_folder | Name des Wurzelordners im Unreal Projekt, das diese Dateien exportiert hat. This is important so the Assets can keep the relative references correctly |
unreal.unreal_version | Version at which this Asset Pack was created |
unreal.is_plugin_content | If this Asset Pack is Plugin Content |
assets.maps | Liste der Karten in diesem Asset-Paket |
assets.static_meshes | Liste der statischen Netze in diesem Asset Pack |
assets.skeletal_meshes | Liste der Skelett-Netze in diesem Asset Paket |
assets.sounds | Liste der Töne in diesem Asset Pack |
assets.animations | Liste der Animationen in diesem Asset Pack |
assets.particles | List of Particles in this Asset Pack |
assets.materials | List of Materials in this Asset Pack |
assets.blueprints | List of Blueprints in this Asset Pack |
assets.others | Liste anderer Assets in diesem Asset Pack |
Asset Meta Data
It is possible to define custom Meta Data for each individual Asset!
Besides defining the Asset Path by string, like this:
[assets.static_meshes]
SM_Flower_01 = "MyFolder/SM_Awesome_Flower_01"
SM_Rock_01 = "MyFolder/SM_Rock_01"
SM_MyAsset_01 = "MyFolder/SM_MyAsset_01"
# ...
We can also define them as a table, allowing custom values - which can be accessed through scripting:
[assets.static_meshes]
SM_Flower_01 = { path = "MyFolder/SM_Awesome_Flower_01", my_tag = "Wonderful", something = 123, thumbnail = "Thumbnails/SM_Flower_01.jpg" }
SM_Rock_01 = { path = "MyFolder/SM_Rock_01", my_tag = "Wonderful", something = 123, thumbnail = "Thumbnails/SM_Rock_01.jpg" }
SM_MyAsset_01 = { path = "MyFolder/SM_MyAsset_01", my_tag = "Wonderful", something = 123, thumbnail = "Thumbnails/SM_MyAsset_01.jpg" }
# ...
The path
key is required, all other values are optional and customizable, use as you wish!
Logo Image
It is possible to have a custom image to be displayed in the Vault. For that, add a file called Assets.jpg
besides the Assets.toml with the image you wish. The recommended size is 300x150
.
Verweise auf Assets im Skripting
To be able to use Assets in your code, first you have to ensure that the Asset Pack is loaded. An Asset Pack is loaded when:
- A map is loaded (this will make it's Asset Pack to be loaded automatically).
- A package with it configured in
assets_requirements
is loaded. - It is manually set in Server's
Config.toml
atassets
to load.
With the Asset Pack loaded, you can refer to it's assets using the following pattern:
"[ASSET_PACK_PATH]::[ASSET_KEY]"
Example:
"my-asset-pack-01::SM_Cube"
[ASSET_PACK_PATH]
is the folder name and [ASSET_KEY]
is the key defined in the Assets.toml
.
Arten von Assets
Some scripting methods require some specific Type of Assets to load. Attempting to load an invalid or wrong type will cause an Error. E.g.: Character:SetMesh()
requires an Asset of type Skeletal Mesh
.
Here's a list of all supported Asset types:
Type | Beschreibung |
---|---|
Map | Eine unechte Motorkarte/-ebene |
Static Mesh | Unreal statische Netze können verwendet werden, um Netze für Props und StaticMeshes zu laden |
Skeletal Mesh | Unechte Skelettnetze können verwendet werden, um Netze für Charaktere und Fahrzeuge zu laden |
Sound | Unechte Sounds zum Laden von Sounds |
Particle | Unreal Particles can be used for settings in several entities, including Particle Class itself |
Animation | Unreale Animationen können für Einstellungen in Charakter und Waffen verwendet werden |
Material | Unreal Materials can be used for customizing meshes surfaces and used as Post Process |
Blueprint | Unreal Actor Blueprints can be used for spawning Blueprint entities |
Creating your own Assets
To create your own Asset Pack, please refer to Importing Custom Assets Guide.
📦 Importing Custom Assetsassets-modding/creating-assets/setting-up-ueDefault Asset Pack
nanos world bietet ein Standard-Asset Pack, das bereits im Basisspiel enthalten ist. Please refer to the Default Asset Pack page for more information.
📦 Default Asset Packassets-modding/default-asset-pack/default-assets-list