Plugin authors have requested a start and end hook for cooking so their plugin can load a database used during cooking. ...
A licensee reports they are using the CookAdditionalFilesOverride function in UObject to add files to the project. This file is properly copied into the Staging area during Packaging, and is appropr ...
AssetRegistry.bin is not deterministically cooked. NativeLibraries is turned off because .ushaderbytecode has a non-deterministic issue in [Link Removed]. And there is a similar issue with UE5 in [ ...
Right now the AssetManager uses different logic in ModifyCook vs VerifyCanCook, specifically related to secondary assets like textures or maps that are indirectly loaded by soft object paths and are ...
FPackageStoreBulkDataManifest:: Data ** is not sorted. It generates a difference, Here's a workaround void FPackageStoreBulkDataManifest::Save() { TUniquePtr<FArchive> BinArchive(IFileManager:: ...
For 4.27/5.0 (as part of [Link Removed]) we changed the asset manager's settings to be a key-indexed config array which gives more safety with removing entries via the UI. However, this actually bro ...
When you package a project via the editor, it updates the ProjectPackagingSettings to set the StagingDirectory to the specific one chosen by the user. However, it saves this path as an absolute path ...
Marking as a regression as this issue did not occur 4.25.4 I've attached project logs and "unrealpak -list" output from both 4.25.4 and 4.26 to this ticket. ...
Actors with large numbers of components cause long hitches during cooking. Here is a brief profile from Very Sleepy of the process while the editor was cooking: [Image Removed] ...
Enabling the check boxes for Merge GC Clusters and Blueprint Clustering causes packaged Windows projects to crash on startup. The log and dump files regarding this crash have been attached to this t ...