[Feature Request] Multi-select Assets for downloading and importing
in progress
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John Pollard
I’m not sure this will be possible. Does anyone else find that Unreal crashes after a large number of Cargo assets have been imported into a scene by clicking on them one at a time? A one click import will put a lot of meshes at the scene origin. Personally, I would be happy for the assets just to be imported to the Cargo folders in the project and not into the scene as well if this is causing an issue with implementing multi import.
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John Pollard
I approach importing an entire kit in batches of five. Deleting them from the scene and then saving the project after each batch. Even with this approach, Unreal always crashes after around two thirds of the assets in the kit have been imported.
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Caris theTraveler
I just downloaded Cargo and started checking out the free kits to see if this is something I would use. I was inspired to build something with the new kit for the competition, but after spending about two hours to download and import the kit, _one item at a time_, into my project; I had a bunch of unorganized items, with no preview level and had lost all momentum. I came here to make this suggestion and find it already exists, and unfortunately was suggested over a year ago.
The claim that Cargo speeds up workflow is a load of crap. Having to individually click to download every asset is a terrible workflow. And it isn't one click, you literally need to click each individual item, then click to download and click to import; that's three clicks to import, not one. Additionally many of the static meshes then come into UE packed three up in a BP in the Actor directory (which makes no sense), and you end up with multiple copies of the SMs in the Geometry directory. The meshes look great, but I would never subscribe because the Cargo workflow is absolute garbage. It might be ok if I only wanted to use a couple of props from a kit, but the kits are designed to be a kit. I'd much rather just download a zip and drop it into UE. I should be able to click a button and add the entire kit to my project, or select the items I want to add to my project and then click a single download and install; then walk away while my computer does the work.
I'm surprised this suggestion is a year old with no attention. I'm severely disappointed in your product. It seems like you made a product with a crappy workflow in order to keep people from downloading your entire kits - if that's the case, why do you bother designing kits. I'm considering making a review video of Cargo and bashing this severely, as I think social pressure may be the only way this gets attention. Please fix this, it seems like you have really great models, and I actually don't mind the idea of subscribing to a service monthly rather than paying hundreds for a single kit, but Cargo is terrible.
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D D
Caris theTraveleri mean, it went from planning to in progress... so there is some action. Just a pity the #1 most requested feature has taken so long to implement, I suppose.
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Caris theTraveler
D D Agreed, multi-select is not difficult to implement, though managing the actual downloads intelligently will take a little thought. Still over a year to implement isn't needed. It's pretty clear they are worried about people downloading a whole kit and then unsubscribing. The problem with this attitude and crippling their software to attempt to keep people subscribed longer, is that people (like me) simply won't even subscribe in the first place. IMO it was a bad idea to model their software after Quixel Bridge, which had a bad workflow. It's also notable that Epic has now eliminated Bridge.
If you are creating kits where dozens of objects are designed to work together, then you need an interface where you can download dozens of objects into a project at once. If they can't implement that, then perhaps they should just go back to providing zips of the kits, as the current workflow is terrible.
Lasse Bauer
Caris theTraveler It's been 18+ months now since it was suggested, 11 months since it was marked as "planned", and 7 months since marked as "in progress".
IMO there is ZERO interest in or upside for them to implement this, so at this point it looks like they are just stirring the pot to keep up the appearance of action being taken.
I´d honestly be surprised if it´s ever implemented in a way that actually works. If they do implement it, I´m guessing there´ll be strict download speed limitations or similar.
Seems to me that KB3D want their cake and eat it.
Customers should pay an ongoing fee for them to have a more stable income, but at the same time we should also accept having to jump thru hoops...for their sake. It makes very little sense.
IMHO either give people full and free access to the buffet of assets, or go back to a conventional "pay-per-kit" model.
What I really hate about this whole subscription concept is that it´s always being sold as something that´s “better for the customers”.
As if we are too stupid to understand that the only reason for this model is to maximise profit.
Nothing wrong with making good money, and people can freely choose if they want to enter an agreement with KB3D under these conditions or not.
But at least make the subscription model work practically.
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D D
omfg, thank you so much for finally getting around to this.
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Glenn Grillo
May 19, 2023 is when i added this initially how could it take this long to add this feature ??? I didnt even realize it was that long almost a full year to add the 1 feature everyone needed
Virtual Filmer
Glenn Grillo The issue is, clearly, that they want to keep their CARGO product separate from the kit purchases. Introducing a "one click download" or multi-click download option would make it easier for people to download entire kits quickly. That would make "churn" (people unsubscribing) worse. I think the CARGO product will always have barriers to stop people downloading entire kits quickly for this reason.
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Glenn Grillo
Virtual Filmer oh i know that, thats whats pissing me off and i will never renew my subscription again , it wastes so much of my time and hundreds if not thousands of extra clicks that are a waste of my life
Virtual Filmer
Glenn Grillo Do the kits have example maps too? I think they might. What I mean is, cargo only has the individual assets. But I think the kits have full example scenes as well. So maybe kits are the best option, and Cargo is a (literal) waste of time for many of us. I'm finding that the huge amount of time to transfer plus the 'empty looking building' issue is making me realize I've wasted about a week in total of billable time LOL.
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Glenn Grillo
Virtual Filmer this is another ridiculous lack , no sample maps , they paybsome artist to make those images but then dont give itnto u like every unreal marketplace content does , they give u a map with all the pieces but they are all seperate buildings , so ridiculous , they get am amazing thing made then dont pass onto users , even simple groupings would be great but nothing
Steven Chen
Merged in a post:
1 click downloads of kits
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Glenn Grillo
I've been waiting 5 months for a 1 click solution for downloading a kit - why do i have to click hundreds of times to download stuff - its such a waste of my life - AND ur suppose to wait till its fully downloaded or it might cause problems - in that way its gonna take hours to download one kit . I can only assume u want to waste peoples time so they cannot get all your kits fast - cuz it is significantly faster to buy the kit and get it into Unreal like 10x faster - how is this still a reality ?
Steven Chen
Hey Glenn Grillo
next update will see us introducing a download queue - to smooth out downloading of multiple assets. That'll release with the next update, it's in testing phase right now.
we also have multi-import planned which would effectively allow you to 1-click download/import an entire kit.
Elaine Deveney
Merged in a post:
Download multiple models at once in Cargo
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Vlad Enache
It's very time consuming to download 1 model at a time. Additionally, unlike download, importing does not queue up properly. If Unity is busy importing another Cargo model, it silently fails the queued up import. Strangely, if Unity is busy with other stuff like Importing from Quixel Bridge, updating materials, or whatever, the Cargo import will wait until it can import and then work. It only fails with multiple Cargo imports.
Elaine Deveney
Hi Vlad Enache, Thank you for leaving the detailed feedback of what happens when you import multiple assets at once.
At the moment, Cargo is not setup for bulk imports but our team is working on the functionality for an upcoming release. We know that the current state of the import button appears as if you can queue up multiple assets but it's not quite ready on the backend. Stay tuned to our next few Cargo releases for this feature.
Steven Chen
in progress
Steven Chen
planned
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