Assets Guide
Tout ce que vous devez savoir sur les Assets
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. Les Packs d'Assets sont un ensemble d'Assets qui ont été exportés ensemble depuis Unreal.
Structure des dossiers
All Asset Packs go under the server's Assets/
directory. Chaque Pack d'Assets est un dossier en dessous.
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
Configuration du Pack d'Assets
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...
Paramètres détaillés
See a description of what each setting does:
Paramètre | Description |
---|---|
title | Friendly name |
author | Contributor(s) |
version | Version - in the SemVer format X.Y.Z |
unreal.unreal_folder | Nom du dossier racine du projet Unreal qui a exporté ces Assets. 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 des Maps dans ce Pack d'Assets |
assets.static_meshes | List of Static Meshes in this Asset Pack |
assets.skeletal_meshes | List of Skeletal Meshes in this Asset Pack |
assets.sounds | List of Sounds in this Asset Pack |
assets.animations | List of Animations in this 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 | List of other Assets in this 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
.
Referencing Assets in Scripting
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]"
Exemple :
"my-asset-pack-01::SM_Cube"
[ASSET_PACK_PATH]
is the folder name and [ASSET_KEY]
is the key defined in the Assets.toml
.
Types d'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 | Description |
---|---|
Map | Une Map/Level Unreal Engine |
Static Mesh | Unreal Static Meshes can be used to load meshes for Props and StaticMeshes |
Skeletal Mesh | Unreal Skeletal Meshes can be used to load meshes for Characters and Vehicles |
Sound | Sons Unreal pour charger des Sons |
Particle | Unreal Particles can be used for settings in several entities, including Particle Class itself |
Animation | Unreal Animations can be used for settings in Character and Weapons |
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-uePack d'Asset par défaut
nanos world provides a default Asset Pack which is already included in the base game. Please refer to the Default Asset Pack page for more information.
📦 Default Asset Packassets-modding/default-asset-pack/default-assets-list