asset-management
Installation
SKILL.md
Asset management
Every .uasset is a UObject in a package addressed by a virtual path. The single most
important decision is hard vs soft reference: it determines what loads into memory (and gets
cooked) with your class. Wrong choices here cause load hitches and bloated memory/package sizes.
When to use this skill
- Choosing how a class references a mesh, material, sound, Blueprint, or data asset.
- Load hitches, or memory/cook size ballooning due to too many hard references.
- Loading content on demand (level-streaming-friendly, plugin/DLC content).
- Enumerating or filtering assets at runtime without loading them.
- Setting up a
UPrimaryDataAssetpipeline withUAssetManagerfor large-content games.
Content paths
/Game/...→ projectContent/;/Engine/...→ engine content;/PluginName/...→ a plugin.- Full object reference string:
/Game/Weapons/SM_Rifle.SM_Rifle(Package.Object). - Never use OS filesystem paths in C++ asset references; always virtual paths.