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Version: bleeding-edge 🩸

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.

Note

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:

Server Folder
NanosWorldServer.exe
Assets/
├── my-asset-pack-01/
├── MyAsset_01.uasset
├── MyAsset_02.uasset
├── MyBigMap.umap
...
└── Assets.toml
├── armes-geniales/
├── PutainDeGrosPistolet.uasset
...
└── Assets.toml
Packages/
Config.toml

Configuration du Pack d'Assets

Les Packs d'Assets ont un fichier de configuration à la racine du dossier du pack, nommé Assets.toml, dans ce fichier nous pouvons configurer tous les paramètres pertinents relatifs au pack d'Assets :

Assets.toml
loading...

Paramètres détaillés

See a description of what each setting does:

ParamètreDescription
titleFriendly name
authorContributor(s)
versionVersion - in the SemVer format X.Y.Z
unreal.unreal_folderNom 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_versionVersion at which this Asset Pack was created
unreal.is_plugin_contentIf this Asset Pack is Plugin Content
assets.mapsListe des Maps dans ce Pack d'Assets
assets.static_meshesList of Static Meshes in this Asset Pack
assets.skeletal_meshesList of Skeletal Meshes in this Asset Pack
assets.soundsList of Sounds in this Asset Pack
assets.animationsList of Animations in this Asset Pack
assets.particlesList of Particles in this Asset Pack
assets.materialsList of Materials in this Asset Pack
assets.blueprintsList of Blueprints in this Asset Pack
assets.othersList 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.toml
[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.toml
[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" }
# ...
tip

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:

  1. A map is loaded (this will make it's Asset Pack to be loaded automatically).
  2. A package with it configured in assets_requirements is loaded.
  3. It is manually set in Server's Config.toml at assets to load.

With the Asset Pack loaded, you can refer to it's assets using the following pattern:

"[ASSET_PACK_PATH]::[ASSET_KEY]"

Exemple :

"mon-asset-pack-01::SM_Cube"

note

[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:

TypeDescription
MapUne Map/Level Unreal Engine
Static MeshUnreal Static Meshes can be used to load meshes for Props and StaticMeshes
Skeletal MeshUnreal Skeletal Meshes can be used to load meshes for Characters and Vehicles
SoundSons Unreal pour charger des Sons
ParticleUnreal Particles can be used for settings in several entities, including Particle Class itself
AnimationUnreal Animations can be used for settings in Character and Weapons
MaterialUnreal Materials can be used for customizing meshes surfaces and used as Post Process
BlueprintUnreal 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