Auto Create/Fill Data Asset Tool

On this page I will walk you through setting up an Editor Utility Widget that lets you automatically create and populate Data Assets. This specific mini guide will target Calysto World 2.0 Data Assets. However this should work for 1.0 as well, just use the appropriate references.

As always first make sure to check these pages:

Textures Setup - And RecommendationsTextures Look Different Between Engine Versions

Guide

First right click your content browser > search for editor > create Editor Utility Widget You can name this whatever you want, I named it BP_PopulateDA

Next just drag in a canvas panel and a EditorUtilityButton, if you want you can also add a text on the button. I didn't make this super fancy as it only needs to serve 1 purpose From there set "Is Variable" to true on the button and make an event for on clicked/

Now we go into the Graph (button in top right) First we create a new Texture 2D variable set to array, can name this whatever you want. I named this Heightmap Textures

Next set the graph up as follows You can also copy the code from here if needed: https://blueprintue.com/blueprint/1a59pqmt/ Make sure you have Calysto World 2.0 installed first though due to the references. Otherwise just replace the Asset Class with the one you have (for example the 1.0 PDA) and then cast to that. The dark blue Heightmaps variable is from ST_Heightmap from Calysto World set to array, you can first drag from the PDA cast and set the heightmap then promote to variable as well. I grouped this into a "don't touch" category as we want to automatically populate the array elements from this one based on how many Texture 2D elements we defined in the "Heightmap Textures" variable above On the Set Array Elem node you will probably only see 1 "Item" pin, if so right click the pin > split

In the Create Asset node you can input your own path starting with /Game/[your folder] I am using /Game/World_Protocol so the asset is created and saved in my publisher root folder. From there we define the Asset Class which should be the PDA_Heightmap from Calysto World.

Now we can click the class defaults and fill in how we want the data asset to be populated Asset Name = the name the data asset will have once created Heightmap Texures = the textures and amount of array elements we want the data asset to have, for example we drag in 20 of our canyon stamp textures the data asset will be populated with 20 array elements each containing 1 of our stamp textures Item Blend Mode = the blend mode of the stamps Item Offset = the offset of the stamps Item Random Rotation = if the stamps should have a random rotation upon spawning Item Size Multiplicator = stamps size multiplier

Thats it now we're done, from here we can just compile the Editor Utility Widget then right click the Editor Utility Widget to run it and then press the button to create the asset. NOTE: for each new (data) asset you want to open the class defaults and define a new name and your new settings, then run the widget again to press the button to create the asset

Example Video

Adding The Created Data Assets To Calysto World Spawn Table

To add the created Data Assets you just go to DA_AllHeightmap in Calysto > World > Data Then add an array element and define the Data Assets you created.

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