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This course explains how to use Unreal Engine’s Asset Manager to categorize, load, package, and ship large amounts of game data. It includes editor demonstrations, asynchronous loading with Blueprint, code-focused extensions, and tools for investigating packaged builds.
Syllabus
Intro
Introduction & Overview
What is the Asset Manager?
Functions of the Asset Registry
Why does the Asset Manager exist?
Asset Manager Components
Defining a Primary Asset Type
Blueprint Usage
C++ Usage
Using Asset Bundles
Loading Best Practices
C++
Support for Cooking and Packaging
What is Chunking?
Assigning Chunks and Cook Rules
Debugging & Audit Tools
Advanced Uses
Question and Answers with Presentations
Information and Outro
Taught by
Unreal Engine