(39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

I didn’t see that before but that’s very similar to the way i did, but is the problem:

When you create first release we call R1 you’ve your base assets inside .pak file and it’s ok
then when you create your first Patch we call P1 it’ll add changes & assets to a new .pak file named New_P.pak and it’s ok
but problem starts here when you want to create P2, at point the new _P.pak has previous P1 content and it seems users must download P1 & P2 and when and if your P1 was a large file the P2 has P1 assets and makes it large.

My Solution is : use epic patching tool for some changing like scripting and small changes and create custom .pak for new assets and load them manually but way is a little hard to manage custom .pak file like creating and load priority .

Let me know what do you think?