Host and deliver your game’s downloadable content.
Assets are files your game downloads at runtime — textures, audio, bundles, config blobs, and
more. Flock hosts them and serves them to your game through the SDK, so you can update content
without shipping a new build.
Dashboard
Unity
Unreal
Two pages work together:
Assets — upload and manage the files themselves.
Asset Configuration — define each asset’s metadata and grouping, so your game can resolve
the right file at runtime.
Manage files on the Assets page and describe them on Asset Configuration.
Fetch assets through the SDK and cache them in your game, resolving each one by the keys defined
in your asset configuration. Because assets are served from Flock rather than baked into the
build, you can swap or add content live.
Resolve each asset by the name you gave it in your asset configuration, then download it
through the asset provider. Downloads stream straight to disk and are cached there, so the
second request for the same version is a local read rather than a transfer.
UFlockSubsystem* Sdk = UFlockSubsystem::Get(this);FFlockAssetProvider* Assets = Sdk->GetAssetProvider();// The whole index — for a manifest, or to drive a preload screen.Assets->GetAll([](TFlockResult<TArray<FFlockAsset>> Index) {});// Download by name, straight into a texture.Assets->DownloadTexture(TEXT("title_banner"), FFlockAssetProgress(), [](TFlockResult<UTexture2D*> Result) { if (Result.IsSuccess()) { // Result.Value is ready to use. } });
Four download flavours cover the common cases: DownloadTexture, DownloadText,
DownloadBytes, and DownloadFile, which hands back a path on disk. Each takes either an
FFlockAsset or an id-or-name string, plus an FFlockAssetProgress delegate that reports
bytes received against bytes total while the transfer runs.Audio. There is no texture-style helper for sound. Use DownloadFile and load the path
through your own audio pipeline — the engine has no runtime importer for the compressed
formats a CDN usually holds.Preloading.Preload and PreloadWhere fetch a batch behind a loading screen and report
how many landed. A preload is best-effort by definition: one unreachable asset does not fail
the batch.In Blueprint the same calls are Flock Get Assets, Flock Get Asset, Flock Download Asset
Texture / Text / Bytes / File, and Flock Preload Assets, under Flock | Assets.
The download nodes add an On Progress pin that fires repeatedly as bytes arrive. Cache
questions need no network, so they are plain functions: Flock Is Asset Cached, Flock Get
Uncached Assets, Flock Get Cached Asset Path, Flock Clear Asset Cache.Sign-in. Asset reads and downloads work signed out.
Keep large or frequently-changing content out of your build and deliver it as Flock assets — you
can update it without a client release.