Live links
A live link keeps assets in another editor up to date while you work on them. Every time you save the linked assets, the other editor gets the new version: a texture you repaint, a mesh you re-import, a material instance you tweak.
Link assets
Section titled “Link assets”- Select assets or folders in the Content Browser.
- Press Link next to an editor on the Editors page, or right-click and choose ta Ferryman > Link with > the editor.
- The first parcel goes out like a normal send and the receiver decides where it lands. That place is kept: later updates land in the same place without asking again.
From then on, saving any of the linked assets, or anything they use, sends them again.
The Live links page
Section titled “The Live links page”Every link of this project, in both directions:
- Outgoing links: to (project) on (machine), with the number of updates and the time of the last one.
- Incoming links: from (project) on (machine).
Each link shows its state: live, paused, or change waiting when a change couldn’t be delivered yet. The buttons:
| Button | What it does |
|---|---|
| Send now | Sends the linked assets again right away. |
| Pause / Resume | A paused outgoing link doesn’t send; a paused incoming link doesn’t accept updates. |
| Remove | Removes the link. The assets stay where they are on both sides. |
When the other editor is offline
Section titled “When the other editor is offline”If the other editor is closed or busy when you save, the change waits (change waiting) and goes out when it is back. Only the latest version is sent; saves in between don’t pile up.
Good to know
Section titled “Good to know”- An update is a normal parcel: on the receiving side it follows the Review Arrivals setting. With When needed, updates land right away unless something else differs.
- The receiver’s own changes to linked assets are replaced by the next update. Pause the incoming link while you experiment, or use Keep both in a review to keep a copy.
- Linking across engine versions works like sending: an older editor rebuilds textures, static meshes and material instances from recipes.