When packaging projects for UDK, we were able to select specific maps to be included in the package - is it possible to do something similar in Rocket, including only the maps that we specify?
Second to this, is it possible to only include asset files relevant to the maps being packaged and strip away anything not being used? This feature would come in handy when it comes to keeping file sizes down in a final build.
However, be aware that if map xyz.umap is referenced in some way by abc.umap, then xyz will always be cooked if abc is on the maps list. At least this is the case for streaming levels: even though I only asked to cook Highrise, the engine automatically cooked Highrise’s streaming levels.
So if the map you don’t want to cook is being cooked, and it’s not listed on DefaultEditor.ini, then it’s probably referenced somewhere by some other cooked content.
Thanks as always for the quick reply. I’ve just done a quick test by removing my .umap files from the maps folder. Packaging seems to be much quicker, but the resulting file size seems to be the same. Perhaps you have a different workflow which is excluding any files you dont need? I’m packaging the project from the editor with “development” settings, NOT using a PAK file.
Removing the .umaps from the content folder does remove them from the packaged file, however, it appears that assets related to these maps are still being packaged.
For example, map xyz.umap is using some textures from the texture folder, map abc.umap is using some different textures from the texture folder. If I package the project with only xyz.umap, it appears to package both the textures being used by xyz and by abc (even though the latter has been removed from the content folder). Does this make sense?
The behavior may have changed recently, but I can confirm that in 4.5.1 that packaging includes all of your content regardless of any maps. Moving or deleting maps doesn’t change the included pak file contents.