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Overview

The ResAssetEntry class represents resource assets in the Frostbite engine. Resource assets contain binary data such as textures, meshes, animations, and other game resources.

Class Definition

Location: FrostySdk/Managers/AssetManager.cs:379

Properties

ulong
Resource ID - unique 64-bit identifier for the resource. Used for lookups and references.
uint
Resource type enumeration value. Cast to ResourceType enum for readable type name.
byte[]
Resource metadata - format varies by resource type. Contains resource-specific configuration.
string
Overrides base property to return the resource type name (e.g., "Texture", "MeshSet")
string
Returns "res" to identify this as a resource asset entry.

Inherited Properties

See EbxAssetEntry for complete list of base properties including:
  • Name, Filename, Path, DisplayName
  • Sha1, Size, OriginalSize
  • IsModified, IsDirty, IsAdded
  • Bundles, LinkedAssets

Resource Types

The ResourceType enum defines all supported resource types:

Methods

Resource entries inherit all methods from AssetEntry:
  • AddToBundle(int bid) - Add to bundle
  • AddToBundles(IEnumerable<int>) - Add to multiple bundles
  • IsInBundle(int bid) - Check bundle membership
  • EnumerateBundles(bool addedOnly) - Iterate bundles
  • LinkAsset(AssetEntry) - Link to other assets
See EbxAssetEntry for detailed method documentation.

Usage Examples

Reading a Resource

Getting Resource by RID

Modifying a Resource

Working with Texture Resources

Enumerating Resources by Type

Checking Resource Metadata

Adding a New Resource

Linking to EBX

Storage Locations

Resources can be stored in different locations:
AssetDataLocation
Stored in CAS (Content-Addressable Storage) archive files
AssetDataLocation
Embedded in binary superbundle files
AssetDataLocation
Cached locally (for patched/modified data)
AssetDataLocation
Non-indexed CAS storage

Modified Resource Data

When a resource is modified, data is stored in ModifiedEntry: