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Assets Guide

All you need to know about Assets

Assets in HELIX are all objects or content which come from Unreal Engine. For example Maps, StaticMeshes, SkeletalMeshes, Sounds, Particles, Blueprints etc are all types of Assets.

In order to use custom Assets in your servers, for example to spawn a Prop, or a custom Weapon you must have an Asset Pack. Asset Packs are a set of Assets that were exported together from Unreal.

Folder Structure

All Asset Packs go under Server/Assets/ folder. Each Asset Pack is a folder under that.

Note

Asset Packs downloaded when connecting to servers or downloaded from the vault will be stored in Server/Assets/ folder as well!

This is an example of a server Assets folder:

Server Folder
HELIXGameServer.exe
Assets/
├── my-asset-pack-01/
│ ├── MyAsset_01.uasset
│ ├── MyAsset_02.uasset
│ ├── MyBigMap.umap
│ │ ...
│ └── Assets.toml
├── awesome-weapons/
│ ├── BigFuckingGun.uasset
│ │ ...
│ └── Assets.toml
Packages/
Config.toml

Assets Pack Configuration

Asset Packs have a configuration file in the root of the Asset Pack folder, called Assets.toml, in this file we can setup all pertinent settings related to the Asset Pack:

# vault configurations
[meta]
# friendly name
title = "My Awesome Asset Pack"
# contributors
author = "Contributor Names"
# version
version = "0.1.0"

# unreal engine configurations
[unreal]
# unreal engine folder - the name of the root folder (the one inside UnrealProject/Content/) which the assets will have references to each other
unreal_folder = "MyPack"
# unreal engine version - unreal version this asset pack was compiled on
unreal_version = "5.1.0"
# whether this asset pack was created as a plugin content"
is_plugin_content = false

# assets files
[assets]
# maps
[assets.maps]
# MyMap = "MyFolder/MyAwesomeMap"
# ...

# static meshes
[assets.static_meshes]
# SM_Flower_01 = "MyFolder/SM_Awesome_Flower_01"
# ...

# skeletal meshes
[assets.skeletal_meshes]
# SK_Better_Man = "Characters/SK_BetterMan_0"
# ...

# particles
[assets.particles]
# P_Big_Explosion = "Particles/P_Big_Explosion"
# ...

# materials
[assets.materials]
# M_Red_Textured = "Materials/M_Red_Textured"
# ...

# blueprints
[assets.blueprints]
# BP_Blueprint = "Blueprints/M_Red_Textured"
# ...

# other assets (for not yet categorized ones)
[assets.others]
# A_Audio_Rifle_Fire = "Audios/A_Audio_Rifle_Fire_03"
# ...

Settings Detailed

See a description of what each setting does:

SettingDescription
titleFriendly name
authorContributor(s)
versionVersion - in the SemVer format X.Y.Z
unreal.unreal_folderName of the root folder in the Unreal Project which exported this Assets. This is important so the Assets can keep the relative references correctly
unreal.unreal_versionVersion at which this Asset Pack was created
unreal.is_plugin_contentIf this Asset Pack is Plugin Content
assets.mapsList of Maps in this Asset Pack
assets.static_meshesList of Static Meshes in this Asset Pack
assets.skeletal_meshesList of Skeletal Meshes in this Asset Pack
assets.soundsList of Sounds in this Asset Pack
assets.animationsList of Animations in this Asset Pack
assets.particlesList of Particles in this Asset Pack
assets.materialsList of Materials in this Asset Pack
assets.blueprintsList of Blueprints in this Asset Pack
assets.othersList of other Assets in this Asset Pack

Logo Image

It is possible to have a custom image to be displayed in the Vault. For that, add a file called Assets.jpg besides the Assets.toml with the image you wish. The recommended size is 300x150.

Referencing Assets in Scripting

To be able to use Assets in your code, first you have to ensure that the Asset Pack is loaded. An Asset Pack is loaded when:

  1. A map is loaded (this will make it's Asset Pack to be loaded automatically).
  2. A package with it configured in assets_requirements is loaded.
  3. It is manually set in Server's Config.toml at assets to load.

With the Asset Pack loaded, you can refer to it's assets using the following pattern:

"[ASSET_PACK_PATH]::[ASSET_KEY]"

Example:

"my-asset-pack-01::SM_Cube"

note

[ASSET_PACK_PATH] is the folder name and [ASSET_KEY] is the key defined in the Assets.toml.

Types of Assets

Some scripting methods require some specific Type of Assets to load. Attempting to load an invalid or wrong type will cause an Error. E.g.: Character:SetMesh() requires an Asset of type Skeletal Mesh.

Here's a list of all supported Asset types:

TypeDescription
MapAn Unreal Engine Map/Level
Static MeshUnreal Static Meshes can be used to load meshes for Props and StaticMeshes
Skeletal MeshUnreal Skeletal Meshes can be used to load meshes
SoundUnreal Sounds to load Sounds
ParticleUnreal Particles can be used for settings in several entities, including Particle Class itself
AnimationUnreal Animations can be used for settings in Character and Weapons
MaterialUnreal Materials can be used for customizing meshes surfaces and used as Post Process
BlueprintUnreal Actor Blueprints can be used for spawning Blueprint entities

Creating your own Assets

To create your own Asset Pack, please refer to Custom Assets Guide.

📦 Asset creationassets-modding/creating-assets/creating-assets-start

Default Asset Pack

HELIX provides a default Asset Pack which is already included in the base game. Please refer to the Default Asset Pack page for more information.

📦 Default Asset Packassets-modding/default-asset-pack/default-assets-list