Adding DLC content to an existing world partition level via External Data Layers (or other).

The base game is packaged with chunking enabled. IOStore is enabled. The DLC plugins are built against a Release Version of the base game. The DLC plugins are not enabled by default and explicitly loaded. The paks are manually mounted and the AssetRegistry.bin is manually appended to the AssetRegistry.

Steps to Reproduce
I am trying to add modding capability to add new content to an existing world partition level utilizing External Data Layers. I am running into an issue where new streamable objects are not generated during the cook because this happens as a DLC cook and base assets are ignored / cannot be re-cooked. As all external actors are ignored, and cooking requires processing the base map, I am at in impasse. I understand EDLs are still experimental and still in flux. We are running against 5.5.4 but will be upgrading 5.6. I do not see changes coming down the pipe that would help in this regard.

I want to cook new actors (in plugin EDLs) against the base map’s spatial context so that they produce valid streaming cells and external actor packages compatible with the base map. In a perfect world the cook on the base could be simulated and only actors residing in the plugin content directory would produce new streamable objects. Am I thinking about this in the right way or have I missed something that could make this work? Is there some other functionality, maybe even outside of EDLs, that would allow the addition of actors to the existing world partition cell streaming process?

Hello,

I’m sending this to a colleague familiar with the area who may need some additional time to get back to you on this.

Thanks,

Ryan

Following…

Hi Justin,

In the current state of things, you will need to cook your base and the DLC (using EDLs).

You should then be able to only take the generated packages located in the plugin and ignore those from the base.

Richard