Data registries are a lot easier to work with and are easier extendable via modular gameplay feature. HOWEVER asset manager is extremely useful for a game that might support mods and DLC without need of use of MGF. Great video!!
Hi, I have been trying to set up the persistent inventory and am 95% there. My last issue is that when I am trying to use "GetPrimaryAssetIdForObject" it returns "none" I have confirmed that the item definitions are indeed found within the asset manager (i.e ID_rock, ID_wood) and are correctly listed when using "Get Primary Asset ID List" but still I only get the errors: LogPersistence: Error: No ItemPrimaryAssetId for Item Instance: Default__ID_Sword_C LogPersistence: Error: No ItemPrimaryAssetId for Item Instance: Default__ID_Wood_C LogPersistence: Error: No ItemPrimaryAssetId for Item Instance: Default__ID_Wood_C
The Default__ in front of the ID_Sword_C seems wrong. For a test maybe put a quick test code to auto trim that off the front and only look for ID_Sword_C. If that works then the logic is building the primary asset id wrong somewhere.
It allows you to break apart hard dependencies and delay loading assets until you need them. So you don't have a massive memory waste of all the assets loaded into memory through hard references. In our example you might have thousands of items in your game - you don't want to have to load all those assets upfront. You do on-demand async loading of assets as you need them, and garbage them when you no longer need them.
@@Rukgul Maybe you could have shown a real example of how to use it instead of conveniently moving to c++ after spending 20mn demonstrating blueprint nodes and not actually showing what each of them do and how to implement it.
@@Rukgul Yeah I'll be honest I understand Hard References vs Soft References and how they can create Dependency Chains that will cause slow loading times and bottlenecks, but I still don't understand how the Asset Manager ties into this.....I haven't found a video yet that actually explains it's purpose in a clear and concise manner. I get that it handles loading and unloading of Assets and it has something to do with the Asset Audit feature but it still seems like a Black Box to me. Even after digging for as much information as I can I still feel like I don't understand how your supposed to use it. If it's simply allowing you to Async load assets....what makes it better then simply using Soft References and Async loading those as you need them? In what cases would you want to use one over the other?
idk what I'm doing with this system but i used it to spawn pawns i had stored in a specified folder... is this a miss-use of the system? seems too easy 😂😂
So the asset manager is less about a specific "folder" and more about a specific asset type. Once you configure the asset manager to recognize a special asset type (regardless of folder) then you can manage the load/unload of that asset for performance reasons. The asset manager is really solving a hard reference (forcing load into memory) issue with JIT management.
This was fantastic! Thank you for the tutorial and great examples!
Just watch the first 20 minutes. the rest is left over editing, that I am trimming off now.
Wonderful Tutorial!
Data registries are a lot easier to work with and are easier extendable via modular gameplay feature. HOWEVER asset manager is extremely useful for a game that might support mods and DLC without need of use of MGF. Great video!!
Great tutorial, thank you!
I need more info please clear everything I didn't understand lot's of things that you explain
Hi, I have been trying to set up the persistent inventory and am 95% there. My last issue is that when I am trying to use "GetPrimaryAssetIdForObject" it returns "none"
I have confirmed that the item definitions are indeed found within the asset manager (i.e ID_rock, ID_wood) and are correctly listed when using "Get Primary Asset ID List" but still I only get the errors:
LogPersistence: Error: No ItemPrimaryAssetId for Item Instance: Default__ID_Sword_C
LogPersistence: Error: No ItemPrimaryAssetId for Item Instance: Default__ID_Wood_C
LogPersistence: Error: No ItemPrimaryAssetId for Item Instance: Default__ID_Wood_C
The Default__ in front of the ID_Sword_C seems wrong. For a test maybe put a quick test code to auto trim that off the front and only look for ID_Sword_C. If that works then the logic is building the primary asset id wrong somewhere.
I want to know how you make that database and which API is used for login and database system.
It is covered in the other playlist "Getting started with Lyra" Chapter 10. It is leveraging SabreDartStudio's OWS2 on the backend.
I was hoping to learn what problem the Asset Manager solves.
LOL
It allows you to break apart hard dependencies and delay loading assets until you need them. So you don't have a massive memory waste of all the assets loaded into memory through hard references. In our example you might have thousands of items in your game - you don't want to have to load all those assets upfront. You do on-demand async loading of assets as you need them, and garbage them when you no longer need them.
@@Rukgul Maybe you could have shown a real example of how to use it instead of conveniently moving to c++ after spending 20mn demonstrating blueprint nodes and not actually showing what each of them do and how to implement it.
@@Rukgul Thanks for the clarification.
@@Rukgul Yeah I'll be honest I understand Hard References vs Soft References and how they can create Dependency Chains that will cause slow loading times and bottlenecks, but I still don't understand how the Asset Manager ties into this.....I haven't found a video yet that actually explains it's purpose in a clear and concise manner. I get that it handles loading and unloading of Assets and it has something to do with the Asset Audit feature but it still seems like a Black Box to me. Even after digging for as much information as I can I still feel like I don't understand how your supposed to use it. If it's simply allowing you to Async load assets....what makes it better then simply using Soft References and Async loading those as you need them? In what cases would you want to use one over the other?
idk what I'm doing with this system but i used it to spawn pawns i had stored in a specified folder... is this a miss-use of the system? seems too easy 😂😂
So the asset manager is less about a specific "folder" and more about a specific asset type. Once you configure the asset manager to recognize a special asset type (regardless of folder) then you can manage the load/unload of that asset for performance reasons. The asset manager is really solving a hard reference (forcing load into memory) issue with JIT management.
I'll go through the asset manager videos with that in mind... just needed that right trajectory into the topic :P cheers