If you set or remove metadata values, you'll also need to use a function like _asset() or _loaded_asset() afterward if you want to keep your changes. You can use _asset() to load the Asset from its filename in your Project content. The Asset you want to work with has to be loaded before you can work with its metadata. You'll find the functions you need for managing metadata in the unreal.EditorAssetLibrary class. Select the Game > Asset Manager section, and find the Asset Registry > Metadata Tags For Asset Registry setting.Īdd to this list the names of any keys you want to be able to use for filtering Assets. Open the Project Settings window by choosing Edit > Project Settings from the main menu. To filter the Assets in the Content Browser by specific metadata tags: You'll see a list of all the keys and values attached to that Asset: To view the metadata assigned to any Asset, right-click the Asset in the Content Browser, and choose Asset Actions > Show Metadata. Using Metadata in the Unreal Editor UIĪlthough you can't currently modify metadata in the UI Unreal Editor, you can view the metadata attached to any Asset, and you can use metadata keys to filter the Assets shown in your Content Browser. For details on how to get metadata into the Unreal Engine through the FBX import process, see FBX Asset Metadata Pipeline. You can also import metadata that you've created in some third-party applications into Unreal Editor along with your Assets.
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