Cargo dropdown menu in the Download button.
L
Leland Green
Steven Chen and David Ramos,
This is a great idea for all products.
David, in Unity I can work around this by making a copy of the model before I change it, or by deleting the asset and re-importing it. (Sounds like Unreal is different.)
This would benefit all users because it would let me easily re-import models
at a different resolution
. So maybe we should have an additional "import" menu that has two choices. One that says "Import", which always works at your currently configured resolution. And a second one reading "Import..." that would prompt you for the resolution to import. (Or similar wording.)Cargo is basically about streamlining the use of Kitbash3D models. So Cargo should continuously optimize its streamlining at every opportunity. 🖖😎
Peace out.
☮ + ❤️ = 😊
Steven Chen
Leland Green Absolutely, we're always in consideration for features like that to streamline :) Thanks for the suggestion!
Steven Chen
Hi David Ramos!
can you tell me a bit more about your use case for re-importing? why would that be helpful for you?
D
David Ramos
Hi Steven!
It would greatly help when I edit an asset (Actor) but need to use it again without the changes. In my case, Cargo keeps importing the same edited asset in Unreal (unless I create a new project). Even when I duplicate the original and edit the instance, Cargo keeps adding the edit to every other instance, including the original. Perhaps it has something to do with a log inside the UE project, IDK.
I tried to revert that action without success:
- Deleting UAsset file in my Unreal Project and re-importing from Cargo.
- Deleting the Uasset file and the Cargo file in APPDATA\Kitbash3d\kits
- Deleting the whole Kitbash folder on C: drive, and the assets folder in the project.
So, "Re-Import" Will overwrite previous versions of the asset, allowing me to undo changes by mistake (or intentionally) without searching and deleting folders on my system.
Thanks for your great product and support.
Cheers!
Steven Chen
David Ramos: Thanks for the context there!
What you're specifically referring to here was actually a design decision that we made to allow for faster-reimports of the same asset (assuming that edited assets get their names changed).
What happens on import is:
- Check if the asset (and all it's dependencies) exists in the user's project
- If so, take extant asset and add to the scene/map
- If not, import asset and all it's dependencies and then add to the scene/map
So in the future if you want to re-import the same asset all you have to do is add in a step of re-naming the edited asset, and it'll pull a fresh, un-edited version in for you. Hope that helps!