All you need to know about 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. Asset Packs are a set of Assets that were exported together from Unreal.
Structure des dossiers
Tous les Pack d'assets vont dans le dossier Server/Assets/. Each Asset Pack is a folder under that.
Asset Packs downloaded when connecting to servers or downloaded from the vault will be stored in
Server/Assets/ folder as well!
This is an example of a server Assets folder:
│ ├── MyAsset_01.uasset
│ ├── MyAsset_02.uasset
│ ├── MyBigMap.umap
│ │ ...
│ └── Assets.toml
│ ├── BigFuckingGun.uasset
│ │ ...
│ └── Assets.toml
Assets Pack Configuration
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:
See a description of what each setting does:
|Friendly name of the Asset Pack|
|Author(s) of the Asset Pack|
|Version of the Asset Pack - please refer to SemVer|
|Image URL to be displayed in the Vault|
|Name of the root folder in the Unreal Project which exported this Assets. This is important so the Assets can keep the relative references correctly|
|List of Maps in this Asset Pack|
|List of Static Meshes in this Asset Pack|
|List of Skeletal Meshes in this Asset Pack|
|List of Sounds in this Asset Pack|
|List of Animations in this Asset Pack|
|List of Particles in this Asset Pack|
|List of Materials in this Asset Pack|
|List of Blueprints in this Asset Pack|
|List of other Assets in this Asset Pack|
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
- It is manually set in Server's
With the Asset Pack loaded, you can refer to it's assets using the following pattern:
[ASSET_PACK_PATH] is the folder name and
[ASSET_KEY] is the key defined in the
Types of 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
Here's a list of all supported Asset types:
|Map||An Unreal Engine Map/Level|
|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||Unreal Sounds to load Sounds|
|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-ue
Pack 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