

Redirectors can be cleaned up by right-clicking in the Content Browser and selecting Fix Up Redirectors in Folder.

When renamed or moved in this way, other Assets that refer to the renamed or moved Asset will be updated appropriately, and an invisible Redirector will be left in place of the original Asset. Assets can be moved or copied to different folders by being selected and dragged in the Content Browser.

For example, a path of Content/Characters/M圜haracter would save to /UE4/MyProject/Content/Characters/M圜haracter.M圜haracter.uasset.Īn Asset can be renamed in the Editor by selecting it in the Content Browser, then left-clicking on its name or pressing the F2 key. The folder in which the Asset is created or imported automatically sets this path. The Asset's path is directly associated with the Asset's location on disk. The user names an Asset when importing or creating it. Level (.umap) files are not affected by this restriction.įor more information on using the Content Browser to move, rename, add, and delete Assets, see Working with Assets. You can move Asset files between folders outside of the Unreal Editor, but do not expect references to remain intact. If you move an Asset, its path will change. This is because references to Assets include the full directory path to the Asset. Documentation of these libraries will help.It is recommended that you move Assets from within the Content Browser. Specifics of the implementation depend on your needs.

Those components have functions such as CreateMeshSection, which have as input parameters those same arrays of vertices/uvs/etc. This data then needs to be displayed.įor displaying mesh data, you can use Procedural Mesh Component which is included in the engine, or a free open-source alternative, which has several improvements: Runtime Mesh Component. Then you need to include the binaries/includes in the engine: help for that here (and elsewhere on the internet, just search "include third-party library in Unreal).Īssimp can import many file types, and give you arrays of vertex positions, UVs, normals, as well as triangle data. You need to compile it for needed platform (the documentation of the library is good, it describes how you can do that in detail). This task requires two separate things: importing mesh data from a file, and displaying the mesh data.įor importing mesh data, it's possible to use the open-source cross-platform 3D file import library, assimp.
