unreal 4 – Is naming convention a good base for a sorting and tagging system for game assets?

TLDR: what are the pros and cons of using a naming convention for tagging and sorting game assets?

  1. for the UI to search and handle it
  2. for devs and gamers to move files around

I am building a game that is designed to be moddable under UE4.

I am going to have tons of assets (clothes, hairs, jewleries and their textures materials and whatnot) to deal with.

This has to be organised well to avoid issues later on, and for the UI to be able to handle it in a user friendly way.

Eventually the game has to be localized for a bunch of non-latin character systems, too.

The easiest way would be to use a prefix/suffix system when naming the assets, which would come in the game in as Blueprints, containing the asset and some extra data as well. This would be a requirement for modders.

For example:

tag_othertag_clothname.uasset
tag          |name        

And then all I do is just search tru the name of the asset. I feed it the text the user typed for the name part, and the tags as strings for the tag part, and than hide the tag part from the user.

I set up a test scene and it does work ok with 500 assets, running the search every time you hit a button.

Later on I can store tag data in json or just as a plain string in the Blueprint.

The issue is that as the number of tags grow, the length of the string grows too, which can be a problem later on.

I thought about using strings and json files to store the tagging data in the Blueprint as well.

I would like to have 2 categories of tags by default

  1. region or body part: head, torso etc —> makes searching and
    categorizing very easy but not as efficient, can be appied to nearly all asset types

  2. asset type: cloth, jewlery, armour, etc

My questions are:

In your experience

  • are there pitfalls of using a prefix suffix system, for example security, performance, ease of use etc? if yes what are they?
  • what are the alternatives – I thought of using databases, but I don’t have much experience with them, not sure which one works best with a high number of Blueprints, I saw quite a few on the Marketplace…

I ‘d like to make it as simple as it can be, no overcomplication or overengineering.
I just want it to be usable, user friendly and easily extendable as the project grows.

unreal 4 – How to set up a sorting and tagging system for game assets in a moddable game?

I am building a game that is designed to be moddable under UE4.

I am going to have tons of assets (clothes, hairs, jewleries and their textures materials and whatnot) to deal with.

Eventually the game has to be localized for a bunch of non-latin character systems, too.

The easiest way would be to use a prefix/suffix system when naming the assets, which would come in the game in as Blueprints, containing the asset and some extra data as well. This would be a requirement for modders.

For example:

tag_othertag_clothname.uasset
tag          |name        

And then all I do is just search tru the name of the asset. I feed it the text the user typed for the name part, and the tags as strings for the tag part, and than hide the tag part from the user.

I set up a test scene and it does work ok with 500 assets, running the search every time you hit a button.

Later on I can store tag data in json or just as a plain string in the Blueprint.

The issue is that as the number of tags grow, the length of the string grows too, which can be a problem later on.

I thought about using strings and json files to store the tagging data in the Blueprint as well.

I would like to have 2 categories of tags by default

  1. region or body part: head, torso etc —> makes searching and
    categorizing very easy but not as efficient, can be appied to nearly all asset types

  2. asset type: cloth, jewlery, armour, etc

My questions are:

In your experience

  • are there pitfalls of using a prefix suffix system, for example security, performance, ease of use etc? if yes what are they?
  • what are the alternatives – I thought of using databases, but I don’t have much experience with them, not sure which one works best with a high number of Blueprints, I saw quite a few on the Marketplace…

I ‘d like to make it as simple as it can be, no overcomplication or overengineering.
I just want it to be usable, user friendly and easily extendable as the project grows.

Unity 3D Imported Assets Rotated Backwards in-game

I’m putting together boilerplate for a Unity FPS game, and having an issue with importing an Asset Store model.

All of my weapons are asset store prefabs. I’m new to Unity, but this makes me think there’s something about the imported prefabs themselves that’s setting the axis alignment of the models in-game.

Anyone know what I’m missing to fix this and rotate that model in the world (without just writing a model script to rotate it programmatically every time) ?

Weapon Prefabs

M4 in world

assets – Footstepper with Vr Unity

I have the Footstepper: Complete Footstep Solution from the unity store, and i dont get it working with the Vr,

I made the footstep material like official documentation said, Then
i put the Footstepper Setup in the ovrPlayer object.

The problem is that sometimes sound the default fallback, so i think that the colission is not detected as it suppose.

Some idea ?

Changing the pointing of assets from old server to new server

The assets [javascripts,css and other files] are loading from the old server. I need to point them all to the new server url.How to do it?
enter image description here

They have to be replaced with the new domain url.

threat mitigation – Are security controls themselves considered assets (e.g., cryptographic keys)

Looking at a plain system (there are no security controls implemented yet), we need to think about its functions and derive appropriate assets which we’d like to protect in order to ensure the system continues to function as intended (also making sure no intellectual property, private data, etc. are leaked).

My question is, do security measures themselves become assets once they are implemented? For example, we have a shared key to encrypt some data. This data is an asset with the property “confidentiality”, to protect its confidentiality, we implement the security control encryption using said key.

The key in itself is not relevant to us, its just some random bits. Fundamentally, we still only care about the data being encrypted. However, the key is required to ensure the confidentiality of our data.

Does this in turn make the key itself an asset (we can argue that the key must remain confidential as well, since information disclosure of the key automatically results in information disclosure of our data).
Or would you argue that storing the key securely is simply part of the security control/measure in the first place, thus it doesn’t make sense to make the key a new asset and continue with risk analysis for this new asset.

Another example, messages transmitted are digitally signed to ensure authenticity/integrity. Now I have somewhere a function/code which performs the verification, as well as cryptographic key material. Would the verification functionality and keys/certificates become new assets on their own, or is it considered part of the mitigation in the first place to correctly/securely handle these.

Curious about your opinions on this topic.

Thanks!

Apache Reverse Proxy & RewriteRule – Assets Not Fully Loaded

I create a conditional VirtualHost setting that serves page template based on visitor user agent. The problem is whenever a mobile user agent visits MyReverseProxyIP, it serves the right template, but the assets are not fully loaded (css, js, images).

The VirtualHost

<VirtualHost *:80>
    ServerName MyReverseProxyIP
    ServerAlias www.MyServerAlias/ MyServerAlias/m/
    ProxyPreserveHost On
    RewriteEngine On
    RequestHeader set "Host" "TargetWeb"

    RewriteCond %{HTTP_USER_AGENT} "android|blackberry|googlebot-mobile|iemobile|ipad|iphone|ipod|opera mobile|palmos|webos" (NC)
    RewriteRule .* http://TargetWeb:80/m/ (P)

    RewriteCond %{HTTP_USER_AGENT} "!(android|blackberry|googlebot-mobile|iemobile|ipad|iphone|ipod|opera mobile|palmos|webos)" (NC)
    ProxyPass / http://TargetWeb:80/
    ProxyPassReverse / http://TargetWeb:80/
</VirtualHost>

With the above settings, MyReverseProxyIP able to load every required asset for desktop users. But not with mobile users.
I’ve tried to change this

RewriteRule .* http://TargetWeb:80/m/ (P)

To this

RewriteRule ^(.*)/m/$ http://TargetWeb:80/m/ (P)

That perfectly renders the page, but the url change from MyReverseProxyIP to TargetWeb. Which is not suitable for my projects.

TargetWeb mobile assets location : “TargetWeb/m/assets/

With the above VirtualHost, the assets on MyReverseProxyIP located at : “MyReverseProxyIP/assets/

  • Note: If I visit MyReverseProxyIP/m/ from desktop user agent, all assets successfully loaded

What do I need to change or add to solve this problem? My goal is to create a reverse proxy that can switch page based on visitor user agent.

Thank you

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I’m not admin.

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Storing,versioning game assets [closed]

What do you use nowadays to share/sync large game assets like textures, sound etc.? Is Perforce still an industry standard for that?

I can’t choose between:

  • Git LFS
  • Perforce
  • Dropbox/Mega/Google Drive

Is there a way to layer 2D assets in Unity while maintaining correct player clipping?

I’m working on a 2D top-down game, currently building a scene where I want to place one asset on top of another (lamp on top of table).

Game objects are all on the same layer as the player so that the player clips accordingly when moving in front or behind an object, based on the pivot location on the y axis.

The easiest solution would be to adjust the ‘Order in layer’, setting the lamp asset to 1 instead of 0 so that it sits above the table. However, this interferes with player clipping in game, causing the lamp to always be in front of the player.

It’s making it impossible to build custom scenes on the fly inside Unity as I am unable to arrange assets in the correct order using layers whilst maintaining player interactions such as clipping.

Does anyone know of a solution for this issue?