Creating the Pak File - FranklyGD/Spyro-Reignited-Trilogy-Asset-Replacement GitHub Wiki

At this point something we know only works in Windows so far, however don't be discouraged to try out in other OS's.

Go to File > Cook Content For Windows.

When that is done, head to this location:
<Project>\Saved\Cooked\WindowsNoEditor\<Project-Name-Again>\Plugins

Copy or cut out the folder and move it into a workspace. In your workspace, you need to recreate the file structure seen in the viewer, starting from Falcon.

At this point you can choose between the two methods.

Using UnrealPak Method (Old, Slower)

You need the UnrealPak.exe from the installed Unreal Engine.
You can locate it in:
<Epic Game Installed Folder>\UE_4.19\Engine\Binaries\Win64\unrealpak.exe

Make a copy of it and move it the same folder that Falcon is in, that is your workspace or "lab". You may need to make it three folders deep, meaning that it must be inside something like <workspace>\v4\2\3\UnrealPak.exe (It is better to copy this anyways because the .bat/.cmd we will be using later references this path).

The only thing you need to do is to write out the resource's paths. In Windows, simple command would be:

dir .\Falcon /b/s /a:-d > assetlist.txt

where assetlist.txt would be used to pack the files back. You still need to mimic the file paths found in the viewer by editing the generated text, replacing everything in each line before Falcon with ..\..\..\ or using your favorite text editor by "Find & Replace" feature or equivalent (Regex enabled)

  • Find: ^(.*)Falcon
  • Replace: ..\..\..\Falcon
  • Replace all

Here is an example in VSCode:

Run pack.cmd, a file pakchunk3-WindowsNoEditor.pak should be generated in the folder. If the size of the file shows to have 1 Kb, then it most likely didn't work and you must check your assetlist.txt and go over what went wrong.

Using u4pak Method (New, Faster)

Download the u4pak.exe and u4pak.cmd files from releases of this repo and place it in your workspace folder. Simply run the u4pak.cmd and you should see the .pak files get created.

Next Step: Verifying and Applying the Mod

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