How to Reference Custom Assets#
This guide walks you through how to use your imported custom package assets within your world, using Blueprints or Lua.
1. By Lua#
Any kind of asset inside of an imported/mounted package can be accessed with:
local CustomAsset = UE.UObject.Load('Game/YourPackageName/PathToYourAsset/YourAssetName.YourAssetName')
For example, to access a package named Addon_MyFirstAnimationPack with an animation sequence named AS_Crying.uasset, you can load the animation sequence as shown below in your lua scripts:
local CustomAnimationAsset = UE.UObject.Load('/Game/Addon_MyFirstAnimationPack/AS_Crying.AS_Crying')
You can get the full path of an asset by right clicking to it in build mode interface and selecting Copy Object Path in the dropdown menu.
After creating a reference variable to your asset, you can pass it into other functions in your Lua scripts.
2. By Blueprint#
[examples coming soon]
