The Asset Browser provides an overview of your project's content. You can browse your project in its entirety, search for particular assets, as well as importing new assets via FBX. Note: That in the future all the asset management functionality will be added to the Asset Browser.
In short, the entire workflow will eventually revolve around the Asset Browser, and the regular file explorer should no longer be necessary when working on a CRYENGINE project. In fact, the goal of this feature is for users of CRYENGINE to ignore what lies on the disk completely and only interact with their project through the Editor. This gives us the freedom of changing how things appear on disk without changing anything in the user experience.
For more information about the system that's behind the Asset Browser, click here.
Engine assets have been separated from the project's assets and will appear in their own folder in the Asset Browser:
In this case, everything under Assets consists of the project's assets.
Everything under the Engine folder are Engine assets.
There may be a folder in your Project Assets folder called engineassets (this is due to the way that assets were previously handled). The engineassets folder will only contain temporary files that are now correctly written to the Engine location. Hence, if you don't have any valuable data (that you made yourself) inside the engineassets folder (by the way there should not be any), then it is safe to delete the folder.
For Programmers: Engine assets can be addressed by using the %ENGINE% prefix to file paths. ICryPak will take care of resolving the paths to the correct location. Note: That from now on every hardcoded reference to Engine assets need to use this prefix. For backward compatibility reasons, paths with no prefix will still work as crypak will default to Engine location if there is no file in the project's asset directory that matches the path.
Opening the Asset Browser
Before using the Asset Browser on an existing project, you'll need to generate *.cryasset files - this will enable you to see your assets in the Asset Browser.
See here how to do this.
The Asset Browser can be opened in two ways:
- by going to Tools -> Asset Browser
- by pressing F2. This toggles the Quick Asset Browser, letting you quickly open and close it whenever you need it. As the future workflow within CRYENGINE will extensively use the Asset Browser we recommend that F2 is used to open the Asset Browser.
1. Menu Bar
|Import||Import assets. This will automatically open the relevant importer tool for the selected asset.|
|Save All||Saves all currently modified assets.|
|Generate All Thumbnails|
Generates thumbnails for all the assets in your project. This will need to be done for projects that were created before CRYENGINE 5.4.
Thumbnail files need to be committed to source control.
It will take more than 5 minutes to generate thumbnails for a relatively small game project such as GameSDK. Typically, you only need to do it once to create an initial set of thumbnails as part of an upgrade to the new asset system. After that thumbnails will be updated incrementally on import.
|Generate/Repair All Metadata|
Generates *.cryasset files for an existing project.
See Asset System "Generating Metadata" for more details.
This option does not work for assets located in *.pak files.
|Details||Shows details for the assets in the Search Results pane.|
|Thumbnails||Shows thumbnails instead of details in the Search Results pane.|
|Split Horizontally||Shows both details and thumbnails for the assets in the Search Results pane, showing details on the left and thumbnails on the right.|
NOTE: Selecting an asset in the details pane will also select it in the thumbnail pane and vice versa.
|Split Vertically||Shows both details and thumbnails for the assets in the Search Results pane, showing details at the top and thumbnails at the bottom.|
NOTE: Selecting an asset in the details pane will also select it in the thumbnail pane and vice versa.
|Show Folder Tree||Shows/hides the Folder Tree pane.|
|Recursive View||Activates/deactivates Recursive View in the Search Results pane. This means that all assets in the selected folder in the Folder Tree AND its subfolders are shown in the Search Results pane instead of just the ones in the selected folder.|
|Recursive Search||Turns the search in the Search Assets bar into a recursive search; the results from the search in the Search Assets bar will show all the results in the selected folder and its subfolders.|
|Apply Filter||Applies a previously saved filter (see here for more information).|
When Recursive View and/or Recursive Search are active you can also select multiple folders. The Search Results will then show the assets in those folders.
2. Navigation Bar
Lets you go to the previous/next folder that you selected and shows you the path of the currently selected folder.
3. Folder View
Shows the folders within your project and lets you navigate through them. The Search Folders bar lets you type in part of a folder name that brings up a list of folders that correspond to the search criteria used.
Right Click Menu
Right clicking anywhere in this pane will let you add a new folder.
4. Search Results
This is where the assets and results of your searches and filters are displayed.
Right Click Menu
Right clicking on the headers in this pane (Name, Type, etc, only visible when showing the list view) will let you add new columns with other information (which can also be filtered).
Right clicking in the Search Results pane will let you do the following:
|Create Folder||Creates a new subfolder in this folder.|
|New||Creates new assets (C# script, level, material, particle, Schematyc Entity and Schematyc Library)|
|Import||Lets you import assets.|
|Open in Explorer||Shows you the folder in the Windows Explorer.|
|Generate Thumbnails||Manually generates thumbnails for this folder.|
Search Results Layout
The four buttons in the bottom-right corner of the Search Results let you display the folders and assets in the currently selected folder in different ways:
Splits the view vertically, with a detailed list at the top and larger thumbnails at the bottom.
Splits the view horizontally, with a detailed list on the left and larger thumbnails on the right.
Shows only the detailed list.
Shows only thumbnails.
Holding LMB or right clicking on the Shows Thumbnails button will let you choose the size of the thumbnails.
Within the Asset Browser, you can do the following:
You can add individual assets to your Favorites list by clicking the open star in the Search Results pane:
The icon will change into a filled in star and the assets will be added to your Favorites list. This list can be accessed by clicking the star button in front of the Search Assets bar:
The Favorites list will only show your favorite assets in the selected folder in the Folder View on the left and its sub-folders.
Smart Search Bar & Advanced Search Bar
Smart Search Bar
The Search bar at the top of the Search Results is capable of searching for much more than just the name of an object or asset. It will search in all the columns that can be displayed in the Search Results below, so for example, if you want to search for textures with "leaf" in their names, you could simply type in "leaf texture" and it will only show these textures.
Advanced Search Bar and Filters
The Search Assets bar at the top is a Smart Search bar and the filters are part of the Advanced Search Bar. More information about these can be found here.
Create Objects in Level
If an asset is an object or mesh, it is possible to drag it from the Asset Browser and drop it directly into the main Viewport.
In terms of placing objects, this will eventually replace the Create Objects tool.
File -> Import will open a dialog (see image in tip under this header).
Dragging & dropping into the Asset Browser will try to create all possible asset types by default. Holding Ctrl while dragging & dropping will also open the dialog.
Assets will be imported with default settings, which can be changed later in the relevant Asset Editor.
The following source file types and asset types are supported:
Static mesh (*.cgf), Skinned mesh (*.skin), Skeleton (*.chr), Skeletal animation (*.caf), Material (*.mtl) and Character definition (cdf).
The Material (*.mtl) and Character definition (cdf) do not reference the *.fbx file as source.
|*.bmp, *.bmp2, *.bmp3, *.icb, *.ico, *.icon, *. j2c, *.j2k, *.jbg, *.jbig, *.jng, *.jp2, *.jpc, *.jpe, *.jpeg *.jpg, *.jpm, *.jps, *.jpt, *.pjpeg, *.png, *.png00, *.png24 *.png32, *.png64, *.png8, *.ppm, *.psd, *.ptif, *.svg, *.svgz, *.tga, *.tiff, *.tiff64, *.tif|
The texture import uses the third-party tool "ImageMagick" which is shipped with the Engine. It is located in Tools/thirdparty/ImageMagick. If texture importing fails, please verify that this directory exists.
Either click File -> Import or drag & drop the asset into your preferred folder in the Asset Browser and the appropriate Importer tool will open.
When using File -> Import, the following dialog will open, letting you choose which parts of the asset(s) you want to import:
When dragging & dropping, all of these will be imported by default.
It is possible to call up this dialog when dragging & dropping; simply hold Ctrl while doing this and when you drop the asset into a folder the dialog will appear.
You can import multiple assets at a time by holding Shift or Ctrl and selecting more than one file.
You can right-click an asset in the Asset Browser and choose Delete. If other assets have dependencies on the asset you're trying to delete, a warning will appear.
You can right-click an asset in the Asset Browser and choose Rename. If other assets have dependencies on the asset you're trying to rename, a warning will appear.
To move assets to another folder, select the asset(s) you want to move, and then drag & drop it into the target folder.
If other assets have dependencies on the asset you're trying to move, a warning will appear.
You can create C# assets in the Asset Browser by right clicking in the Search Results pane and choosing New -> C# Script. Double clicking the asset that is then created opens the editor that you set in the Preferences.
Keep in mind that C# classes can't start with a number in their name, so Class01 is fine, 01Class will create a compile error.
- A new window will pop up in Sandbox called C# Output. If a C# Output window was already open, a new one will not be created.
- In the C# Output window hovering over the text will highlight the line under the mouse. This is to indicate the various stacktrace lines.
- Double click the topmost line that has a path to the C# file in it (usualy the second line from the top). It will look similar to C:/MyProject/Assets/1Test.cs(6,14): error CS1001: Unexpected symbol `1', expecting identifier.
- The asset file will be opened in the text editor set in the Preferences of the Sandbox. If an asset file was opened already there is a chance the new file will also open in the same window. This is intended, but doesn't always work because of missing functionality in Xamarin Studio and Visual Studio.
- Removing the number from the front of the class name and saving the file will fix the error. After saving it if you go back to Sandbox the C# Output window should be empty.
Live Update for Asset Resource Selectors
An asset resource selector (the folder button in the Properties panel) will spawn an Asset Browser dialog. With this change, any selection made in the browser dialog will make an immediate change in the Viewport. The change is applied by clicking an asset in the browser and choosing OK as shown below:
The Dependency Graph allows you to explore asset dependency. It shows asset dependencies as a graph, and where the graph shows the assets on which the selected asset depends. It does not indicate whether the selected asset is being used or not.
Use Tools -> Dependency Graph menu to open a new instance of the tool.
The Dependency Graph shows unresolved dependencies in red:
The tools also accessible from the console, for example the following command:
will open a new instance of the tool for the asset.
For the moment Xml and Script asset types are not tracked properly.
The menus are as follows:
|Open||Lets you open the graph for an asset.|
|Recent Files||Shows a list of assets you have opened recently.|
|Add Pane||Lets you add the panes if you have closed them before.|
|Reset layout||Resets the layout, opening any closed panes where they were when first starting the Dependency Graph.|
|Graph||Shows the Dependency Graph.|
In the Asset Browser, there are two different tooltips that can be displayed, a small one, with many details about the texture, and a large one, that displays the texture image in a bigger window, showing the image in much more detail. This larger tooltip can be displayed by holding CTRL:
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|When clicking the Browse button in Asset Pickers, it will open an Asset Browser window instead of the default Open File window - this lets you pick assets instead of separate files.|