the huge problem with this connecter tool is the asset is not compress like unreal asset does, my file at unreal is 3.5gb only but when i migrate all to connector it get supper huge , 34gb almost 10 time size, so if you wana use this consider having lot of ssd space (yeah SSD because need fast load)
Yeah agree the file size need to be managed better for unreal exports , hopefully in future updates , I decided to start saving all my assets in USD instead only blueprints and engine specific assets would I export using the unreal connector way cos they can’t be read by USD so if it’s a model or scene of static meshes with rye tires etc then USD if it’s data block that can only be read by unreal then that way 😁😎 hopefully get back to making some videos soon abkut these topics and more useful workflows with other tools 🤝🔥😎
I havnt actually compiled project with the plugin as we don’t really do much compiling unless providing interactive project demo as we use unreal to output renders/rasterized images and visualisations mainly , I’m pretty sure it did compile with UE 5.1 and before I have not personally need to compile projects since then 😅
I download one assest it is downloaded but it is mentioned that Licensed for Use Only with Unreal Engine-based Products what Is this can I use free assest in my game and upload that game outside engine like google play store please answer
Which asset is only licensed for unreal products ? By the sounds of it The licensing of that specific asset has nothing to do with connecter or unreal it’s to do with the asset you downloaded i would confirm the licensing agreement with the person you downloaded the asset from that way you will know for sure if you can use it in your packaged builds , I think when I see this it means it’s. It to be resold for unity etc but everyone treats licensing different so best to confirm with author always ☺️🤝
Supports types that have animations baked like alembic and also rigs but you can practically manage any fill so let’s say you have animated in blender you can save the blend file with custom thumbnail for the animation 😊 I hope this helps 😎🤝
Are there many dependencies on the asset you are trying to export becasue it is gonna export everything that required to set that assset back up in the same way , the files are generally quite large and I always recommend using cross platform file types before using cuap but for things like blueprints and material setups that can’t be exported these were better to then store as CUAP , but now as of UE 5.4 there’s a new addon built into the engine called Storm sync which allows your export and import spak files and this does the same thing as CUAP except more effeciently from what I seen so far , this is early days and will be posting videos soon abut this 😎🤝😊
Thanks for answering. Yeah! That was my though... I guess depedencies are the probleme. But I'm still surprised how heavy it is. I'm wondering how to avoid duplicated assets from depedencies like material, skeletal meshes, etc... because it lost the advantage to use this tool if in backstage it keeps duplicating same assets (meshes, materials) used on different assets(blueprints, levels) for exemple: a citysample vehicle cost me 4gb on disk when it is stored in Connecter. What's the point? There is no way to make Connecter identify common assets used on multiple instance?? When you say using cross platform file type, you mean export to blender and from there export fbx or so to Connecter??? I cant wait to hear more about Storm sync stuff! 😉
The App is free to use for individuals as far as I’m aware I’m still using it and not paying anything atm , the suite cost money which is the default landing page but if you go to the left navigation bar on the website and click app and then download and make an account you should be able to use this for free 😀 I hope this helps.
Hey, thank you very much for introducing this tool! In your presentation, there were many folders filled with files without thumbnails, was there a specific reason for that?
Thank you plenty of stuff , still to come although there will likely be stuff your not interested in aswell 😄 but sun is to make the videos I wish someone made for me when I was learning 😃.
You can package your build for android yes , this means will it launch on mobiles running Android which run Google play to get listed on Google play you need get approved there 😎 as for licensing of assets each author has there own agreements or type of license on assets so it’s up to you to make sure you have the rights to use the asset you want to package in your build ☺️ I hope this helps 😏
Are you trying to drag the CUAP format back into the content browser by any any chance ? This might be the issue to load the asset into UE with all the dependencies you need to right click and click load in opened UE Project , I hope this fixes your issue if not let me know and I will try find another solution for you😄
Thanks for being so quik! But I try to load the assets as you said. The strange thing is that it happens in some assets, not all of them... @@vizualflow
@user-qx9gc1kr7u I haven’t came across this issue myself , do you know what dependencies are related to the asset , ? Or what type of asset is it you are trying to load in ? A BP , Material , static mesh etc ? 😅
My workflow is a bit of a pain. Unzip the downloaded 3ds max file, open in 3ds max, export in datasmith, import to the unreal project, export in cuap to the library, end then..... IT DOESN'T IMPORT BACK... (What an scary format... CUAP? What happens if it discontinues in the future and you did all this amazing work?
Basically meshes, but i export the materials, and textures to the same folder, so it should be all information. It's a shame. I got so happy when I saw your video this morning!@@vizualflow 😅 Before this... did you have another method a bit more efficient tha migrate all the time?
Sorry , I don’t have a current solution for Mac 🧐, Unreal engine and 3D production is generally better supported on windows along with most other renderers and modelling applications in general , if you are not a web designer or developer/programmer but use 3D tools regularly I would defo consider switching to GPU + Windows for this type of use case 😀
does this mean that you dont have to constantly duplicate files on your drives for each asset? Also please could you give us a link for that archvis pack please
Sadly if you have the asset in multiple projects there will be duplicates still as it’s not linked from the relative path , it is.a native project import result you end up with 😅😃 soon though I’m pretty sure , USD and multiple actor per file is exciting 😂
Becasue it packs all The dependency and relative paths in the chap file when exported and then unpacks the file back to The correct paths with all dependencies the only way you will get packaging errors if there is errors with the content itself and will be unrelated to the asset manager ☺️ I hope this helps 😃
Yeah they can be. Stored anywhere you choose , but once you import into a project that’s stored on the c drive they will then be on that drive aswell 😄 so if you want nothing tot be on the c drive create your unreal project and store the assets on the other drive 😃 I hope this helps
the huge problem with this connecter tool is the asset is not compress like unreal asset does, my file at unreal is 3.5gb only but when i migrate all to connector it get supper huge , 34gb almost 10 time size, so if you wana use this consider having lot of ssd space (yeah SSD because need fast load)
Yeah agree the file size need to be managed better for unreal exports , hopefully in future updates , I decided to start saving all my assets in USD instead only blueprints and engine specific assets would I export using the unreal connector way cos they can’t be read by USD so if it’s a model or scene of static meshes with rye tires etc then USD if it’s data block that can only be read by unreal then that way 😁😎 hopefully get back to making some videos soon abkut these topics and more useful workflows with other tools 🤝🔥😎
Did you manage to have this plugin working in a UE5.3 C++ project?
It works fine for BP but my C++ project fails to compile. =/
I havnt actually compiled project with the plugin as we don’t really do much compiling unless providing interactive project demo as we use unreal to output renders/rasterized images and visualisations mainly , I’m pretty sure it did compile with UE 5.1 and before I have not personally need to compile projects since then 😅
I download one assest it is downloaded but it is mentioned that Licensed for Use Only with Unreal Engine-based Products what Is this can I use free assest in my game and upload that game outside engine like google play store please answer
Which asset is only licensed for unreal products ? By the sounds of it The licensing of that specific asset has nothing to do with connecter or unreal it’s to do with the asset you downloaded i would confirm the licensing agreement with the person you downloaded the asset from that way you will know for sure if you can use it in your packaged builds , I think when I see this it means it’s. It to be resold for unity etc but everyone treats licensing different so best to confirm with author always ☺️🤝
does Connecter support animations? Looks promising
Supports types that have animations baked like alembic and also rigs but you can practically manage any fill so let’s say you have animated in blender you can save the blend file with custom thumbnail for the animation 😊 I hope this helps 😎🤝
Do you know why my assets that i’ve exported to connecter takes a huge size on disk ? It’s even heavier than the project himself
Are there many dependencies on the asset you are trying to export becasue it is gonna export everything that required to set that assset back up in the same way , the files are generally quite large and I always recommend using cross platform file types before using cuap but for things like blueprints and material setups that can’t be exported these were better to then store as CUAP , but now as of UE 5.4 there’s a new addon built into the engine called Storm sync which allows your export and import spak files and this does the same thing as CUAP except more effeciently from what I seen so far , this is early days and will be posting videos soon abut this 😎🤝😊
Thanks for answering.
Yeah! That was my though... I guess depedencies are the probleme. But I'm still surprised how heavy it is. I'm wondering how to avoid duplicated assets from depedencies like material, skeletal meshes, etc... because it lost the advantage to use this tool if in backstage it keeps duplicating same assets (meshes, materials) used on different assets(blueprints, levels) for exemple: a citysample vehicle cost me 4gb on disk when it is stored in Connecter. What's the point? There is no way to make Connecter identify common assets used on multiple instance??
When you say using cross platform file type, you mean export to blender and from there export fbx or so to Connecter???
I cant wait to hear more about Storm sync stuff!
😉
Pretty cool tutorial! ;)
Let's keep in touch for future videos on these topics.
Haha thanks 😎😀 and yeah for sure will do 😀
It doesn't seem to be free anymore
The App is free to use for individuals as far as I’m aware I’m still using it and not paying anything atm , the suite cost money which is the default landing page but if you go to the left navigation bar on the website and click app and then download and make an account you should be able to use this for free 😀 I hope this helps.
Waaaaaaaaaaaaaaaaatttt, hold up, stop the bus! I had no idea bout this yet. Thank you man, definitely checking this out!
Hey, thank you very much for introducing this tool! In your presentation, there were many folders filled with files without thumbnails, was there a specific reason for that?
Just discovered your channel and I am really glad I did. I just moved this video to the 100 mark of Thumbs up. Please keep it coming!
Thank you plenty of stuff , still to come although there will likely be stuff your not interested in aswell 😄 but sun is to make the videos I wish someone made for me when I was learning 😃.
Can we upload game to playstore using ue5 assest i am free user please tell sir
You can package your build for android yes , this means will it launch on mobiles running Android which run Google play to get listed on Google play you need get approved there 😎 as for licensing of assets each author has there own agreements or type of license on assets so it’s up to you to make sure you have the rights to use the asset you want to package in your build ☺️ I hope this helps 😏
Does anybody have any problem when you try to Load the assets in CUAP format?
Are you trying to drag the CUAP format back into the content browser by any any chance ? This might be the issue to load the asset into UE with all the dependencies you need to right click and click load in opened UE Project , I hope this fixes your issue if not let me know and I will try find another solution for you😄
Thanks for being so quik! But I try to load the assets as you said. The strange thing is that it happens in some assets, not all of them...
@@vizualflow
@user-qx9gc1kr7u I haven’t came across this issue myself , do you know what dependencies are related to the asset , ? Or what type of asset is it you are trying to load in ? A BP , Material , static mesh etc ? 😅
My workflow is a bit of a pain. Unzip the downloaded 3ds max file, open in 3ds max, export in datasmith, import to the unreal project, export in cuap to the library, end then..... IT DOESN'T IMPORT BACK...
(What an scary format... CUAP? What happens if it discontinues in the future and you did all this amazing work?
Basically meshes, but i export the materials, and textures to the same folder, so it should be all information. It's a shame. I got so happy when I saw your video this morning!@@vizualflow 😅
Before this... did you have another method a bit more efficient tha migrate all the time?
Is there a nother way for Mac users
Sorry , I don’t have a current solution for Mac 🧐, Unreal engine and 3D production is generally better supported on windows along with most other renderers and modelling applications in general , if you are not a web designer or developer/programmer but use 3D tools regularly
I would defo consider switching to GPU + Windows for this type of use case 😀
this very helpful dude ! thanks you
It is amazing but connector is not for Mac users
That is cool!!!
does this mean that you dont have to constantly duplicate files on your drives for each asset? Also please could you give us a link for that archvis pack please
Sadly if you have the asset in multiple projects there will be duplicates still as it’s not linked from the relative path , it is.a native project import result you end up with 😅😃 soon though I’m pretty sure , USD and multiple actor per file is exciting 😂
How does it work with packaging? Any errors?
Becasue it packs all
The dependency and relative paths in the chap file when exported and then unpacks the file back to
The correct paths with all dependencies the only way you will get packaging errors if there is errors with the content itself and will be unrelated to the asset manager ☺️ I hope this helps 😃
Great !!
thx
can assets be stored in D or other drive rather than only C drive?
Yeah they can be. Stored anywhere you choose , but once you import into a project that’s stored on the c drive they will then be on that drive aswell 😄 so if you want nothing tot be on the c drive create your unreal project and store the assets on the other drive 😃 I hope this helps
@@vizualflow thank you very much my friend!
link is offline
I will update link when get back home 😊 for now you can just Google “connector by design connected “ and you will see it 😎🤝