Advanced Topics ‐ Packaging & Asset Filtering - EmbersGames/MurkyDiversMod GitHub Wiki
Advanced Topics: Packaging & Asset Filtering
When you generate the final .pak
for your mod, Unreal Engine also creates a file named Manifest_UFSFiles_Win64.txt
under:
Plugins\MD_Mod_Test\Saved\StagedBuilds\Windows\Manifest_UFSFiles_Win64.txt
This manifest lists every asset included in the packaged .pak
. You should verify that no assets come from outside the MD_Mod/Plugins/[YourModName]/Content
folder.
Including any base game files or other external assets in your .pak
is unnecessary and can potentially cause issues.
Excluding Unwanted Assets
To prevent extraneous files from being packaged, add them to Directories to Never Cook
in:
Project Settings > Packaging > Advanced > Directories to Never Cook
Make sure to use the same path conventions shown in the Manifest_UFSFiles_Win64.txt
. You can also refer to your cooking logs (e.g., LogCook: Display: Cooking /GAS_Utility/Gameplay/Abilities/
) to see which paths the engine is using.
Path Conversion Examples
Below are examples of how paths appear in Manifest_UFSFiles_Win64.txt
and how you should specify them in Directories to Never Cook
:
Engine/Content/BasicShapes/BasicShapeMaterial.uasset
becomes
/Engine/BasicShapes/BasicShapeMaterial
MD_Mod/Plugins/GAS_Utility/Content/Gameplay/
becomes
/GAS_Utility/Gameplay/
Adding Custom Proxy Assets
If you add new assets to the Content
folder (for example, creating custom proxy assets), you may encounter data validation errors related to the asset referencing policy. To fix these, add the asset path in:
Project Settings > Game > Asset Referencing Policy > Additional Domains > Proxy > Specific Assets
Use the same format as in the following example:
/Game/GameLogics/Player/BP_PlayerCharacter