[Beta] Updates to revamped Asset Manager

To be more specific, I am wondering if CatalogSearchParams will receive similar functionality allowing developers to filter their searches by dates similar to datastore versions. I was planning to create a system designed to find catalog items uploaded on a specific date. Since you can already search for recently created items, it seems like it wouldn’t be too hard to add an old to new option or a specific time range since Roblox already has similar logic in other services.

However, it is currently super inefficient without a time-range filter; the closest I can get to implementing this would be to make requests to items returned by search queries and check their upload date which would consume rate limits and waste resources as there is no guarantee that any of those items were made during the specific time range I am looking for. If I made a database for this it would also be inconvenient as assets can go off sale, change price or get moderated.

I believe that adding this to the catalog API would optimize my use case as well as encourage spending as there are countless items buried under the lack of sorting options.

1 Like

My primary use case is set dressing props, i.e. models which are packages. There are also UI images and other decals, sounds, etc. a few of which are either not published by me but are for free use, or are published under any other universe than the one I’m working under.

For example, often I have to do hotfixes on my live game (e.g. clipping props, a part of the map that isn’t working well, moderated decals or broken audio, etc.) so this necessitates I make these changes in both universes in parallel because the staging game is too far ahead and not ready for release yet. Because these assets aren’t in the asset manager, it’s a giant pain to do these kinds of changes. Or if I’ve done some work on live after shipping an update and it’s now ahead of staging, I may have uploaded assets that I need to work with in staging, but now they’re not easily accessible there through the asset manager. Other times I just make mistakes, or I upload through creator hub if I’m not in studio at the moment, etc.

There’s a lot of ways I mess this up and at this point my asset manager for my staging game is full of holes.

As for your specific questions, it’s mostly what I’ve mentioned above for what kinds of assets I need, mostly non-code assets for building the world, materials could be excluded. Given my dual universe situation, I need to be able to access assets that may not be inserted yet.

Hi, thank your getting back. I listed a video if it is easier to understand what I was talking about, as it would be a HUGE QOL update for me and hopefully others as well.

1 Like

Hi @ArchetypalCoder, thanks for the feedback.

  • Update All: we’re working on improvements to the process of updating a package within a place, and considering additional quality of life improvements for updating packages across places. In your workflows, would you want to inspect the places before pushing the updates across places?
  • Find in Explorer: we’ve rolled out an update to expand what it can find, including support for instances outside of the Workspace; e.g. in ReplicatedStorage, ServerStorage, etc. Can you try using Find in Explorer again and let us know if it finds what you’re looking for now? Note you may need to restart Roblox Studio for the update to apply. If it still isn’t working, can you please list the asset type(s) and where the instances are located in the Explorer?
  • Assets in Current Experience: when assets are uploaded to Roblox, they always get uploaded to an account, and then used across experiences. Currently in Asset Manager, the “shared with experience” view includes restricted assets that can by loaded by the experience. Can you clarify what you mean by uploaded to experience? Are these assets that are used in the experience?
1 Like

Thanks for the reply! I’ll do my best to answer your questions below.

Update All: we’re working on improvements to the process of updating a package within a place, and considering additional quality of life improvements for updating packages across places. In your workflows, would you want to inspect the places before pushing the updates across places?

No, not really. I need to be able to run “Update All” on whatever specific package I’ve modified. The only way I know to do this is by finding the package in Asset Manager, right clicking it and selecting “Update All” but that option is missing from the new Asset Manager.

“Update All” also used to exist as an option when right clicking the package in Explorer but since the new Studio UI update happened, it vanished from there leaving only the Asset Manager pathway. Hope that makes sense (I don’t think I’m doing anything unusual here - maybe I am, who knows?).

Find in Explorer: we’ve rolled out an update to expand what it can find, including support for instances outside of the Workspace; e.g. in ReplicatedStorage, ServerStorage, etc. Can you try using Find in Explorer again and let us know if it finds what you’re looking for now? Note you may need to restart Roblox Studio for the update to apply. If it still isn’t working, can you please list the asset type(s) and where the instances are located in the Explorer?

OK, I just tried again with a package that is definitely in the workspace. “Find in Explorer” does work but only with assets I inserted from the New Asset manager. Anything existing in the place already doesn’t get found.

Assets in Current Experience: when assets are uploaded to Roblox, they always get uploaded to an account, and then used across experiences. Currently in Asset Manager, the “shared with experience” view includes restricted assets that can by loaded by the experience. Can you clarify what you mean by uploaded to experience? Are these assets that are used in the experience?

Kind of, I mean assets that I have imported or created in studio within the current experience, the view that the current Asset Manager has.

Hopefully this will explain.
The default view of the current Asset Manager shows folders as follows:-

Opening any of those folders will ONLY display assets imported or created within the current experience. This is a really useful view as it provides quick access to relevant assets without cluttering up the results with non-relevant assets created or imported for other experiences.

In the new Asset Manager, no matter how you filter or sort the results you can’t replicate the (really useful) default view of the current Asset Manager. It will only display ALL assets ever created by me regardless of experience context.

It might be helpful if there was a option to filter by experience (which is what the current Asset Manager seems to do).

Anyway I hope that helps, let me know if I can clarify anything :smiley:

1 Like

Hello, Ive been having the “Unhandled Promise Rejection” warnings (or errors) everytime i try to upload images onto ROBLOX using the new Asset Manager, thus not being able to upload anything. This always happens even in an empty workspace.

here’s the part of the Studio .log file with the issue. I’m willing to send my full .log file if needed.

see log

2026-04-12T10:22:38.693Z,26.693928,1a1c,6 [FLog::Warning] Warning: argument #1 expects a string, but table was passed
2026-04-12T10:22:38.693Z,26.693928,1a1c,6 [FLog::Output] Info: Stack Begin
2026-04-12T10:22:38.693Z,26.693928,1a1c,6 [FLog::Output] Info: Script ‘AssetImporter.AssetImporter.Src.Utility.parseErrorTable’, Line 17
2026-04-12T10:22:38.693Z,26.693928,1a1c,6 [FLog::Output] Info: Script ‘AssetImporter.AssetImporter.Src.Utility.parseErrorTable’, Line 16 - function parseErrorMessage
2026-04-12T10:22:38.693Z,26.693928,1a1c,6 [FLog::Output] Info: Script ‘AssetImporter.AssetImporter.Src.Controllers.UploadController’, Line 87
2026-04-12T10:22:38.693Z,26.693928,1a1c,6 [FLog::Output] Info: Script ‘AssetImporter.AssetImporter.Packages._Index.Promise.Promise’, Line 178 - function runExecutor
2026-04-12T10:22:38.693Z,26.693928,1a1c,6 [FLog::Output] Info: Script ‘AssetImporter.AssetImporter.Packages._Index.Promise.Promise’, Line 187
2026-04-12T10:22:38.693Z,26.693928,1a1c,6 [FLog::Output] Info: Script ‘AssetImporter.AssetImporter.Packages._Index.Promise.Promise’, Line 1254
2026-04-12T10:22:38.693Z,26.693928,1a1c,6 [FLog::Output] Info: Script ‘AssetImporter.AssetImporter.Packages._Index.Promise.Promise’, Line 178 - function runExecutor
2026-04-12T10:22:38.693Z,26.693928,1a1c,6 [FLog::Output] Info: Script ‘AssetImporter.AssetImporter.Packages._Index.Promise.Promise’, Line 305
2026-04-12T10:22:38.693Z,26.693928,1a1c,6 [FLog::Output] Info: Stack End
2026-04-12T10:22:38.701Z,26.701931,593c,6 [FLog::Warning] Warning: Unhandled Promise rejection:

– Promise.Error(ExecutionError) –
builtin_AssetImporter.rbxm.AssetImporter.Src.Utility.parseErrorTable:28: invalid argument #1 to ‘next’ (table expected, got nil)
builtin_AssetImporter.rbxm.AssetImporter.Src.Utility.parseErrorTable:28 function parseErrorMessage
builtin_AssetImporter.rbxm.AssetImporter.Src.Controllers.UploadController:87
builtin_AssetImporter.rbxm.AssetImporter.Packages._Index.Promise.Promise:178 function runExecutor
builtin_AssetImporter.rbxm.AssetImporter.Packages._Index.Promise.Promise:187
builtin_AssetImporter.rbxm.AssetImporter.Packages._Index.Promise.Promise:1254
builtin_AssetImporter.rbxm.AssetImporter.Packages._Index.Promise.Promise:178 function runExecutor
builtin_AssetImporter.rbxm.AssetImporter.Packages._Index.Promise.Promise:305

Promise created at:

builtin_AssetImporter.rbxm.AssetImporter.Src.Controllers.UploadController:72 function _promiseHandler
builtin_AssetImporter.rbxm.Asset

Hi @PenguinDoc9999,

That’s definitely an error on our part. Thanks for bringing this to our attention. We’re working on writing better error handling to address various HTTP request errors that users may receive. From the stacktrace it seems that an HTTP error is being unhandled and crashing the application. Until we fix this a temporary workaround is to upload assets from the Creator Dashboard. We are so sorry for the inconvenience!

1 Like