nanos world Assets Development Kit - ADK
nanos world provides a fully configurable and ready Unreal Project called Assets Development Kit (ADK) to help you integrating and exporting Assets and Maps much faster. This project contains Placeholders, Tools and Correct References that must be used in order to create Characters and make proper Physical Materials, for example.
To be able to use the ADK, you will need to have Unreal Engine installed.
Downloading nanos world Assets Development Kit - ADK
Our ADK is uploaded in GitHub, please download it latest version and extract it in your computer.
Opening the Assets Development Kit Project
You will find a file
NanosWorldADK.uproject in there, just open it with Unreal Engine and you are set!
You will notice we two folders in the root directory:
You can rename
MyAssetPack to anything you want to be your Asset Pack. Or you can delete it, but note that deleting this folder through Unreal may not work. If you want to delete it, please do it through Windows Explorer.
Please do not MODIFY, DELETE, CREATE or COPY any file inside
NanosWorld/ folder, otherwise the ADK will not work properly. Also make sure you DO NOT modify them unintentionally! If asked to save any modified file in there, cancel it! All references must use
NanosWorld/ where they are.
NanosWorld/ folder has some Assets which you can use to reference your assets and make the export keep the correct references when using them in-game.
Tools available in the ADK project
- Placeholder Blueprints
- Lua Code Generator
- Assets.toml Generator
- Sun & Sky Actor
- Physical Materials
- Mannequin Skeleton
- Thumbnail Generator
You can use the Placeholder Blueprints to set Spawn Positions of Vehicles, Weapons, Characters and Props. This works only to help you generating a Lua code with spawn positions after all. These Blueprints aren’t cooked with the map. Use the Lua Code Generator to generate the Lua script with all spawn locations.
Lua Code Generator
Lua Code Generator is an Editor Utility Widget which scans the map which is currently loaded in your Unreal and generate a list of spawn code with exact Location and Rotation for every Placeholder Blueprint you had spawned.
To open it, right click on it and press Run Editor Utility Widget:
This is an Editor Utility Widget which scans a folder (determined by the TextBox) and generates the configuration for an Assets.toml with all Assets in the folder (which can be used in nanos world).
Sun & Sky Actor
This is a pre-configured Sun & Sky Blueprint which can be used and easily replaced by nanos world Official Sun with
World,SpawnDefaultSun(). This is useful to get an approximate result of how the light will look like in-game if you decide to Spawn the Default Sun.
Note: Overriding the Sun through Scripting with
World.SpawnDefaultSun(), will respawn the Sun actor, which means no configuration did on the Sun & Sky actor will persist
Example: Light Intensity, Color, Post Process and other configuration will be lost.
If you are creating a Material, you can (and should) use these Physical Materials do integrate better with nanos world. Using these Physical Materials will allow nanos world recognize which type of surface your Prop/Object is, giving it the proper auto-generated Hit or Footstep sound.
DO NOT modify or rename any Physical Materials, only use by referencing them in your Materials.
To be able to create Skeletal (Character) Meshes which work with our Character class, you must set your Skeletal Mesh to use our Mannequin Skeleton. This Skeleton is the same as Unreal Engine 4 default Mannequin, so any Skeletal Mesh which uses UE4’s Mannequin Skeleton will work for us!
To change a Skeletal Mesh’s Skeleton: right click on it >> Skeleton >> Assign Skeleton and change it to our
We’ve shipped a Thumbnail Generator tool to help you generating
.jpg images of your assets. To use that, just open ThumbnailGenerator level and hit Play. Then you will be able to define a folder for search the assets (currently only Static and Skeletal Meshes are supported) and a folder to save the images (.jpg). You can optionally keep the directory hierarchy in the output folder or save all images in the same folder. Once you hit Generate, it will start loading all assets and taking a photo from them.
Note: this may be a slow process depending if your assets were already compiled previously.
It is also recommended to generate the Thumbnails twice, so you grant they will be saved in the max quality possible.