- “Unknown Item” or missing item data
- Empty loot drops in packaged builds
- Crafting recipes not found or failing silently
- Async loading warnings or missing references
1. Register Item Data Assets (UItemDataAsset)
Item Data Assets define the template and metadata for each item type.
Steps
- Open Edit → Project Settings → Asset Manager
- Under Primary Asset Types to Scan, click Add
- Configure the entry:
| Field | Value |
|---|---|
| Primary Asset Type | ItemData |
| Asset Base Class | UItemDataAsset |
| Has Blueprint Classes | False |
| Directories | Folder(s) with item data assets |
/Game/Items/ItemData
INI Example
- Ensures item data is cooked and available in packaged builds
- Allows UMI to resolve Item IDs → Item Definitions
- Supports async streaming of item definitions
2. Register Loot Tables (ULootTable)
Loot Tables define what items drop from:
- Containers
- Enemies
- Foliage / resource nodes
- Breakables
- World pickups
- Go to Edit → Project Settings → Asset Manager
- Under Primary Asset Types to Scan, click Add
- Configure the entry:
| Field | Value |
|---|---|
| Primary Asset Type | LootTable |
| Asset Base Class | ULootTable |
| Has Blueprint Classes | False |
| Directories | Folder(s) with loot tables |
/Game/Items/LootTables
INI Example
- Loot may work in PIE but be empty in packaged builds without registration
- Harvesting / containers / AI death loot can silently fail
- Respawn/foliage systems won’t know what to spawn
3. Register Crafting Recipes (UCraftingRecipeDataAsset)
If your project is using UMI’s crafting system, registering Crafting Recipes is required. Crafting recipes are data assets that define:
- Inputs / ingredients
- Outputs
- Optional tools or station requirements
- Optional tags or effects
If you are only using inventory/equipment and not the crafting system, you can skip this section.Steps
- Open Edit → Project Settings → Asset Manager
- Under Primary Asset Types to Scan, click Add
- Configure the entry:
| Field | Value |
|---|---|
| Primary Asset Type | CraftingRecipe |
| Asset Base Class | UCraftingRecipeDataAsset |
| Has Blueprint Classes | False |
| Directories | Folder(s) with recipe assets |
/Game/Crafting/Recipes
INI Example
- Crafting UIs and stations can’t discover recipes reliably without registration
- Soft references and tag-based lookups may fail in packaged builds
- Ensures recipes are available for async loading and validation
Common Pitfalls
- Loot works in PIE but not in packaged builds
→LootTablenot registered, or loot assets stored outside scanned directories. - Items show as Unknown / Invalid
→ItemDatanot registered, or item data assets stored in unscanned folders. - Crafting UI shows no recipes
→CraftingRecipetype not registered, or recipes in unregistered directories. - Async load / soft reference warnings
→ Asset Manager does not know about the asset type or directory.
Verification Checklist
After configuring the Asset Manager:- Restart the editor.
- Package a small test build.
-
Verify:
- Items appear correctly (names, icons, data).
- Loot drops properly from containers / harvestables.
- Crafting UIs display recipes and can craft items.
- Watch the Output Log for any Asset Manager or load warnings.