Currently all our workflow for exporting content is through Unreal Engine as the Assets need to be Cooked and Packaged in the correct way before being accessible by the game. This page will give an overview and will have fundamental information which can be accessed at any time during the Assets creation.
Please before continuing, make sure you read Assets article!
Installing Unreal Engine 5
The first step for creating your own Assets, is downloading and installing Unreal Engine.
Little by little we are able to allow loading some assets without the need of cooking them in Unreal, such as Textures and soon™ Sounds.
1. Download and Install Epic Games Launcher
Follow the steps for agreeing to Unreal Engine terms
2. Install Unreal Engine from inside Epic Games Launcher
Unreal Engine version which nanos world is:
- Access Unreal Engine Tab
- Open Library
+and select the correct Unreal Engine version
- Before Installing it, select Options in the dropdown menu and deselect all items (or at least all from Target Platforms) which are unecessary
Please refer to Unreal Official Documentation for more information and tutorials. For the sake of this articles we are not covering too much details on Unreal's peculiarities.
Guidelines for exporting Assets from Unreal
- Always create a Root Folder (e.g.
/Content/MyWeaponPack/) and put all content you use inside that (you can create sub-folders as well)
- Avoid using Engine Content (i.e. Engine's Materials or Meshes). If you want to use them, we recommend copying them to your Content/YourPack folder, otherwise they may not be exported correctly
There are some Engine Content which is allowed to use, but only from the following folders (these are already included by the base game and are safe to use):
- Use a proper name pattern for your Assets
- Use small assets size and configure textures compression properly (big files are bad for network bandwidth). We recommend max 2048x2048 size for textures, as they will be 5MB each
Recommended Asset Naming Conventions
We hardly recommend and encourage you to follow Allar's Asset Naming Conventions. We've summarized the most common ones here:
It is a good practice to include thumbnails of your assets into a folder called
Thumbnails/ in the root of your Asset Pack. This is a convention as the Sandbox game-mode reads from it to display on Spawn Menu. Add
.jpg with the name of the assets all in the Thumbnails folder.
Exporting & Cooking your Assets
After you created your Assets, exporting them from Unreal Engine is very easy.
For that, select Platforms ⬇️ Windows ➡ Cook Content:
This will start the Cooking & Packing process, which may take a while depending if the Assets were already loaded. It usually is only longer at the first time.
After finishing, go for the Cooked folder of your ADK project:
You may end up with a folder like that:
After cooking your assets, we will manually copy the cooked folder from it, the one we are looking for is the one you added your assets (MyAssetPack in our case). This is the folder we will copy which will become our Asset Pack.
Now just copy it to your
Server/Assets/, create and configure your
Assets.toml and you are done!
Considerations after Exporting
It is very important to Configure your Assets.toml properly as it has fundamental settings which are mandatory to the Asset Pack to work and also to be able to reference your assets through scripting.
After that, you are allowed to rename the Asset Pack folder! A standard to rename the Asset Pack folder is in
kebab-case format. You will get a warning if not.
Never rename or delete any file/folder inside your Asset Pack final folder! It will break all internal references used by your assets.