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Asset Pipeline

Everything you build a game from, meshes, textures, materials, prefabs, levels, is an asset. This section covers how assets are stored, how you bring content in, how assets point at each other, and how they are packaged for a shipped game.

An asset is a piece of saved content. On disk, each one is a single .lasset file under your project’s content folder. You never edit .lasset files by hand, you create and edit assets through the editor.

Assets are addressed by content path, not by where they sit on your drive. The first segment of a path is a mount:

MountPoints at
/GameYour project’s Game/Content/ folder.
/EngineThe engine’s built-in content.
/ConfigYour project’s config.

So /Game/Meshes/Cube is the file Game/Content/Meshes/Cube.lasset in your project. Plugins mount their own content as well. Because everything is addressed by mount, paths keep working no matter where the project lives on disk.

The asset types you will work with:

AssetWhat it is
Static MeshA non-animated mesh, with material slots.
Skeletal Mesh / SkeletonA rigged mesh and its bone hierarchy.
AnimationA skeletal animation clip.
Animation GraphA graph that drives a character’s pose.
TextureA 2D image, see Textures.
Material / Material Instance / Material FunctionSurface shading.
Physics MaterialFriction, restitution, and density.
Particle SystemA particle effect.
Geometry CollectionPre-fractured pieces for destruction.
PrefabA saved entity hierarchy.
Data Asset / SchemaCustom data and the shape that defines it.
Entity Component TypeA data-authored component.
BlackboardTyped keys for AI and animation.
FontA typeface.
WorldA level.

You create most of these from the Content Browser (right-click), and import meshes, textures, and fonts from source files.

Select an asset in the Content Browser and press Delete (or right-click, Delete). Deletion is immediate and cannot be undone.

When you delete an asset:

  • It is removed from disk and from memory right away.
  • Every reference to it is cleared. Components, other assets, and open worlds that pointed at it are set back to nothing, so you get an empty slot rather than a dangling reference to a deleted asset.
  • If it is a prefab, its placed instances are removed from every open level. Detached copies survive. See Prefabs.
  • It does not show up in the unsaved-changes prompt when you close the editor.

Two things you cannot delete:

  • A World that is currently open. Close it first.
  • Anything while the game is playing or simulating. Stop play first.