unrealmodding
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unreal_asset: add support for NON_OUTER_PACKAGE_IMPORT
See #105
Unfortunately it seems that the asset I was working with wasn't actually using this feature. I have no idea how a import can reference a a external asset in any other way though, FModel gathers the following from it:
"MediaList": [
{
"ObjectName": "AkMediaAsset'267782866'",
"ObjectPath": "PenDriverPro/Content/WwiseAudio/Media/267782866.0"
}
which clearly looks like a import from a different asset to me.
Anyway, if someone can deliver such an example asset, I'd be fine with writing the test and a write implementation to not let my effort go to waste completely, but until then, can't really finish this I guess.
Import can reference another asset through the import table iirc, so the field should just be a package index that is negative (meaning it is an import). And then the import table should contain the asset path that it references.