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UMI relies on Unreal’s Asset Manager to load Item Data Assets, Loot Tables, and Crafting Recipes correctly in both PIE and packaged builds. If these assets are not registered, you may see:
  • “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
Correct Asset Manager setup is required for any production project using UMI.

1. Register Item Data Assets (UItemDataAsset)

Item Data Assets define the template and metadata for each item type. Steps
  1. Open Edit → Project Settings → Asset Manager
  2. Under Primary Asset Types to Scan, click Add
  3. Configure the entry:
FieldValue
Primary Asset TypeItemData
Asset Base ClassUItemDataAsset
Has Blueprint ClassesFalse
DirectoriesFolder(s) with item data assets
Example directory:
/Game/Items/ItemData
INI Example
[/Script/Engine.AssetManagerSettings]
+PrimaryAssetTypesToScan=(
    PrimaryAssetType="ItemData",
    AssetBaseClass="/Script/UMI.ItemDataAsset",
    bHasBlueprintClasses=False,
    Directories=((Path="/Game/Items/ItemData"))
)
Why this matters
  • 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
Steps
  1. Go to Edit → Project Settings → Asset Manager
  2. Under Primary Asset Types to Scan, click Add
  3. Configure the entry:
FieldValue
Primary Asset TypeLootTable
Asset Base ClassULootTable
Has Blueprint ClassesFalse
DirectoriesFolder(s) with loot tables
Example directory:
/Game/Items/LootTables
INI Example
+PrimaryAssetTypesToScan=(
    PrimaryAssetType="LootTable",
    AssetBaseClass="/Script/UMI.LootTable",
    bHasBlueprintClasses=False,
    Directories=((Path="/Game/Items/LootTables"))
)
Why this matters
  • 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
  1. Open Edit → Project Settings → Asset Manager
  2. Under Primary Asset Types to Scan, click Add
  3. Configure the entry:
FieldValue
Primary Asset TypeCraftingRecipe
Asset Base ClassUCraftingRecipeDataAsset
Has Blueprint ClassesFalse
DirectoriesFolder(s) with recipe assets
Example directory:
/Game/Crafting/Recipes
INI Example
+PrimaryAssetTypesToScan=(
    PrimaryAssetType="CraftingRecipe",
    AssetBaseClass="/Script/UMI.CraftingRecipeDataAsset",
    bHasBlueprintClasses=False,
    Directories=((Path="/Game/Crafting/Recipes"))
)
Why this matters
  • 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
    LootTable not registered, or loot assets stored outside scanned directories.
  • Items show as Unknown / Invalid
    ItemData not registered, or item data assets stored in unscanned folders.
  • Crafting UI shows no recipes
    CraftingRecipe type 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:
  1. Restart the editor.
  2. Package a small test build.
  3. Verify:
    • Items appear correctly (names, icons, data).
    • Loot drops properly from containers / harvestables.
    • Crafting UIs display recipes and can craft items.
  4. Watch the Output Log for any Asset Manager or load warnings.