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Version: bleeding-edge 🩸

🍀 Assets

Retrieve Assets Data from Asset Packs.

🗿Static ClassClient & Server🧑‍💻API Source

🎒 Examples​

(Assets.LoadAsync) Loads a Skeletal Mesh before attaching it
Assets.LoadAsync("my-asset-pack::SK_MyHair", AssetType.SkeletalMesh, function(success)
if (success and character:IsValid()) then
character:AddSkeletalMeshAttached("hair", "my-asset-pack::SK_MyHair")
end
end)
(Assets.Precache) Precaches a Static Mesh
Assets.Precache("my-asset-pack::SM_MyStaticMesh", AssetType.StaticMesh)

🗿 Static Functions​

ReturnsNameDescription
table of tableGetAnimationsGets a list containing all Animation Assets Keys from an AssetPack
table of tableGetAssetPacksGets a list containing information about all loaded Asset Packs
stringGetAssetPathGets the file path of an asset
table of tableGetBlueprintsGets a list containing all Blueprints Assets Keys from an AssetPack
table of tableGetMapsGets a list containing all Map Asset Keys from an AssetPack
table of tableGetMaterialsGets a list containing all Materials Asset Keys from an AssetPack
table of tableGetOthersGets a list containing all Other Assets Keys from an AssetPack
table of tableGetParticlesGets a list containing all Particle Assets Keys from an AssetPack
table of tableGetSkeletalMeshesGets a list containing all Skeletal Mesh Asset Keys from an AssetPack
table of tableGetSoundsGets a list containing all Sound Assets Keys from an AssetPack
table of tableGetStaticMeshesGets a list containing all Static Mesh Assets Keys from an AssetPack
booleanIsLoadedReturns if an Asset is already loaded and cached
LoadAsyncLoads an Asset in the background, so spawning or attaching it later does not freeze the game
PrecacheManually adds an Asset to be loaded during the Player's loading screen

Slow

GetAnimations​

Gets a list containing all Animation Assets Keys from an AssetPack
local ret = Assets.GetAnimations(asset_pack_path)

Parameters

TypeParameterDefaultDescription
stringasset_pack_path Required parameter The Asset Pack path to get the assets

Returns

TypeDescription
table of tablearray of tables containing all assets and its metadata with this format

Slow

GetAssetPacks​

Gets a list containing information about all loaded Asset Packs
local ret = Assets.GetAssetPacks()

Returns

TypeDescription
table of tableList containing information about all loaded Asset Packs with this format

Moderate

GetAssetPath​

Gets the file path of an asset
local ret = Assets.GetAssetPath(asset, asset_type)

Parameters

TypeParameterDefaultDescription
stringasset Required parameter The asset reference in the format asset-pack::AssetKey
AssetTypeasset_type Required parameter The Asset Type

Returns

TypeDescription
stringThe file path defined in the Assets.toml

Slow

GetBlueprints​

Gets a list containing all Blueprints Assets Keys from an AssetPack
local ret = Assets.GetBlueprints(asset_pack_path)

Parameters

TypeParameterDefaultDescription
stringasset_pack_path Required parameter The Asset Pack path to get the assets

Returns

TypeDescription
table of tablearray of tables containing all assets and its metadata with this format

Slow

GetMaps​

Gets a list containing all Map Asset Keys from an AssetPack
local ret = Assets.GetMaps(asset_pack_path)

Parameters

TypeParameterDefaultDescription
stringasset_pack_path Required parameter The Asset Pack path to get the assets

Returns

TypeDescription
table of tablearray of tables containing all assets and its metadata with this format

Slow

GetMaterials​

Gets a list containing all Materials Asset Keys from an AssetPack
local ret = Assets.GetMaterials(asset_pack_path)

Parameters

TypeParameterDefaultDescription
stringasset_pack_path Required parameter The Asset Pack path to get the assets

Returns

TypeDescription
table of tablearray of tables containing all assets and its metadata with this format

Slow

GetOthers​

Gets a list containing all Other Assets Keys from an AssetPack
local ret = Assets.GetOthers(asset_pack_path)

Parameters

TypeParameterDefaultDescription
stringasset_pack_path Required parameter The Asset Pack path to get the assets

Returns

TypeDescription
table of tablearray of tables containing all assets and its metadata with this format

Slow

GetParticles​

Gets a list containing all Particle Assets Keys from an AssetPack
local ret = Assets.GetParticles(asset_pack_path)

Parameters

TypeParameterDefaultDescription
stringasset_pack_path Required parameter The Asset Pack path to get the assets

Returns

TypeDescription
table of tablearray of tables containing all assets and its metadata with this format

Slow

GetSkeletalMeshes​

Gets a list containing all Skeletal Mesh Asset Keys from an AssetPack
local ret = Assets.GetSkeletalMeshes(asset_pack_path)

Parameters

TypeParameterDefaultDescription
stringasset_pack_path Required parameter The Asset Pack path to get the assets

Returns

TypeDescription
table of tablearray of tables containing all assets and its metadata with this format

Slow

GetSounds​

Gets a list containing all Sound Assets Keys from an AssetPack
local ret = Assets.GetSounds(asset_pack_path)

Parameters

TypeParameterDefaultDescription
stringasset_pack_path Required parameter The Asset Pack path to get the assets

Returns

TypeDescription
table of tablearray of tables containing all assets and its metadata with this format

Slow

GetStaticMeshes​

Gets a list containing all Static Mesh Assets Keys from an AssetPack
local ret = Assets.GetStaticMeshes(asset_pack_path)

Parameters

TypeParameterDefaultDescription
stringasset_pack_path Required parameter The Asset Pack path to get the assets

Returns

TypeDescription
table of tablearray of tables containing all assets and its metadata with this format

Optimal

IsLoaded​

Returns if an Asset is already loaded and cached.

An Asset counts as loaded once an entity, an attached mesh or Assets.LoadAsync loaded it during this session, as the type it was loaded as.
local ret = Assets.IsLoaded(asset_path, asset_type)

Parameters

TypeParameterDefaultDescription
stringasset_path Required parameter The asset reference in the format asset-pack::AssetKey
AssetTypeasset_type Required parameter The Asset Type

Returns

TypeDescription
booleanIf the asset is loaded

Optimal

LoadAsync​

Loads an Asset in the background, so spawning or attaching it later does not freeze the game.

Entities and attached meshes load their assets right away when created, which can freeze the game for a moment when the asset is big or many are created at once (e.g. dressing several Characters with AddSkeletalMeshAttached).

The asset stays loaded and cached afterwards. Loading the same asset again while it is still loading waits for the same request. The callback always runs on a later tick, never inside this call, even when the asset was already loaded.
Assets.LoadAsync(asset_path, asset_type, callback?)

Parameters

TypeParameterDefaultDescription
stringasset_path Required parameter The asset reference in the format asset-pack::AssetKey
AssetTypeasset_type Required parameter The Asset Type
functioncallback?nil
Called when the asset finished loading with this format
Assets.LoadAsync Examples
Loads a Skeletal Mesh before attaching it
Assets.LoadAsync("my-asset-pack::SK_MyHair", AssetType.SkeletalMesh, function(success)
if (success and character:IsValid()) then
character:AddSkeletalMeshAttached("hair", "my-asset-pack::SK_MyHair")
end
end)

Optimal

Precache​

Manually adds an Asset to be loaded during the Player's loading screen
Assets.Precache(asset_path, asset_type)

Parameters

TypeParameterDefaultDescription
stringasset_path Required parameter The Asset Key
AssetTypeasset_type Required parameter The Asset Type
Assets.Precache Examples
Precaches a Static Mesh
Assets.Precache("my-asset-pack::SM_MyStaticMesh", AssetType.StaticMesh)