.meta
file is generated to maintain that UID and manage references. Rather than referencing files by path or name, UBF Studio uses these UIDs to tie artifacts together. This approach offers significant advantages:
.glb
), textures, audio clipsâthat your UBF artifacts reference and rely upon. Unlike Blueprints or Blueprint Instances, Resources contain no logic. They serve purely as raw data for a Blueprint to reference at runtime.
While UBF Studio allows you to import and organize Resources, it is not a 3D modeling or asset-creation tool. You will first need to create or acquire these files (e.g., modeling them in a 3D software or designing them in an external application) before bringing them into your UBF projectâmuch like importing a model or texture into Unity or Unreal.
Within UBF Studio, each Resource is assigned a unique identifier (UID) and tracked through a .meta
file. When you design a Blueprint, you might call functions like SpawnMesh
or ApplyMaterial
and reference the UID of the relevant Resource (e.g., âBearBodyâ for a 3D model or âBearFurTextureâ for a material). Because these references are UID-based, the linkage remains intact even if you rename or reorganize files within your project.