Assets Guide
Tudo o que você precisa saber sobre os Ativos
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. Pacotes de ativos são um conjunto de ativos que foram exportados juntos do Unreal.
Estrutura da pasta
All Asset Packs go under the server's Assets/
directory. Cada pacote de ativos é uma pasta sob isso.
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
Configuração do pacote de mídias
Os Pacotes de ativos têm um arquivo de configuração na raiz da pasta Pacote de Ativos, chamado de Ativos. oml
, neste arquivo podemos configurar todas as configurações pertinentes relacionadas com o Pacote de Ativos:
https://github.com/nanos-world/nanos-world-server/blob/main/Assets.toml
Configurações Detalhadas
See a description of what each setting does:
Configuração | Description |
---|---|
title | Friendly name |
autor | Contributor(s) |
Versão | Version - in the SemVer format X.Y.Z |
unreal.unreal_folder | Nome da pasta raiz do Projeto Unreal que exportou este Atributo. 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 | Lista de mapas neste pacote de ativos |
assets.static_meshes | Lista de malhas estáticas neste pacote de ativos |
assets.skeletal_meshes | Lista de Malhas Esqueléticas neste Pacote de Conteúdos |
assets.sons | Lista de sons deste Pacote de Conteúdos |
ativos.animações | Lista de Animações neste Pacote de Conteúdos |
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 |
ativos.outros | Lista de outros Ativos neste Pacote de Ativos |
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
.
Conteúdos de referência no 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]"
Example:
"my-asset-pack-01::SM_Cube"
[ASSET_PACK_PATH]
is the folder name and [ASSET_KEY]
is the key defined in the Assets.toml
.
Tipos de Ativos
Some scripting methods require some specific Type of Assets to load. Attempting to load an invalid or wrong type will cause an Error. Ex.: Character:SetMesh()
requer um ativo do tipo Esquelético Malha
.
Here's a list of all supported Asset types:
Type | Description |
---|---|
Mapear | Um Mapa de Motor/Nível Unreal |
Malha Estática | Malhas estáticas irreais podem ser usadas para carregar malhas para Props e StaticMeshes |
Malha Esquelética | Malhas Esqueléticas Inreais podem ser usadas para carregar malhas de Caracteres e Veículos |
Sound | Sons não reais para carregar sons |
Particle | Unreal Particles can be used for settings in several entities, including Particle Class itself |
Animation | Animações irreais podem ser usadas para configurações de Personagem e Armas |
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-ueDefault Asset Pack
nanos mundo fornece um Pacote de Ativos padrão que já está incluído no jogo base. Please refer to the Default Asset Pack page for more information.
📦 Default Asset Packassets-modding/default-asset-pack/default-assets-list