Import from the Prophouse Browser
The Prophouse Browser panel lets you search the catalog without leaving the editor and import an entry into the open project in one click. The import brings the entry’s full dependency closure (materials, textures, and anything else it references), places everything under one destination folder, and rewires the references so the assets open cleanly.
Open it from Window → Prophouse Browser.
Search and filter
Section titled “Search and filter”- Type in Search the catalog…. Results update as you type. Natural-language queries work.
- The type menu (default All types) limits results to Meshes, Skeletal meshes, Materials, Textures, Blueprints, VFX, Audio, Animations or Sequences.
- The sort menu (default Relevance) also offers Newest, Oldest, Name (A–Z), Name (Z–A), Largest and Smallest. Relevance keeps search-ranked results; the other orders match your search text as keywords.
The status line under the search box shows the result count (N result(s), with — more available when there are more), and the right side shows the size of the whole library (N in library). The bottom toolbar has Load more for the next page, a Size slider for the thumbnails, a refresh button and a settings button.
Read a tile
Section titled “Read a tile”Each tile shows:
- the thumbnail (or a class icon when there is none)
- the entry name (hover for its original path)
- the Unreal class and file size
- a lock badge when someone has the asset checked out, and the review state when the entry is in review
- a variant chip such as
Worn · 3 variantswhen the entry belongs to a variant group - the Import button
Lock badges come from the desktop app, so they only appear while it is running.
Import an entry
Section titled “Import an entry”-
Click Import on a tile, or right-click the tile and choose Import.
-
Watch the status line. It shows
Importing <name>..., then download progress. -
If files in the destination were changed locally, answer the conflict dialog (see Resolve conflicts).
-
A notification confirms the result, for example
Imported SM_Crate (12 asset(s) placed).The tile’s button changes to Imported ✓ for the rest of the session.
Click Cancel import next to the status line to stop. Cancelling before assets are placed leaves the project untouched (Import cancelled - nothing was placed.). Only one import runs at a time; the Import buttons are disabled while one is in progress.
Behind the scenes, Import creates an import job for this project and runs it immediately in this editor. The job appears in the server’s job history with a per-asset report.
Import variants
Section titled “Import variants”When a tile shows a variant chip, click the chip to open Prophouse - import variants. It lists every variant in the group with the one you clicked already ticked. Tick the variants you want and click Import selected (N). They import as one job and share their dependencies.
Where assets land
Section titled “Where assets land”Assets are placed under the Default Destination Root setting (default /Game/Prophouse), sorted into a folder per asset class:
/Game/Prophouse/Meshes/SM_Crate/Game/Prophouse/Materials/M_Crate/Game/Prophouse/Textures/T_Crate_D| Folder | Classes |
|---|---|
Meshes |
Static Mesh, Skeletal Mesh |
Materials |
Material, Material Instance, Material Function |
Textures |
Texture 2D, Texture Cube |
Blueprints |
Blueprint |
FX |
Niagara System |
Audio |
Sound Wave, Sound Cue, MetaSound Source |
Animations |
Anim Sequence, Anim Montage |
Sequences |
Level Sequence |
Other |
everything else |
Destinations are deterministic: importing the same asset again, or another asset that shares a dependency, lands on the same paths instead of making copies. When two unrelated assets in one import have the same name and would land in the same folder, the plugin adds a short suffix to keep them apart.
Every placed asset gets a Prophouse provenance stamp, so if you edit it and push it later, Prophouse records a new version of the same lineage. Before reporting success, the plugin checks that every reference in the placed assets resolves.
Resolve conflicts
Section titled “Resolve conflicts”Before placing anything, the plugin compares each destination with what is already on disk:
- If the file is identical to the incoming version, it is skipped.
- If the file is an older Prophouse version you have not modified, it is replaced.
- If you modified the file locally, or it was not placed by Prophouse, you are asked.
The Prophouse - local modifications detected dialog lists each conflicting file with three choices:
- Keep my local file (the default)
- Overwrite with incoming version
- Skip this asset
Continue pull applies your choices. Keep all local files, or closing the dialog, keeps every conflicting file untouched while the rest of the import proceeds. Nothing is overwritten without an explicit answer.
Engine version checks
Section titled “Engine version checks”An asset saved by a newer version of Unreal cannot open in an older editor. If an import contains any, it is blocked before anything downloads, and the message lists each offending asset and the engine version that saved it. Import it from a project on a matching engine, or republish the assets from an older engine. Importing assets saved by an older engine into a newer one works.
Check out and release
Section titled “Check out and release”Right-clicking a tile also offers Check out, which reserves the asset’s lock and downloads its current version through the desktop app in one step, or Release lock when the asset is already locked. Both need the desktop app and a connection to the server. See Check-out and locks.
