Hi, is it possible to assign chunk id on the asset via code, either blueprints or c++?
My use-case is that levels’ textures are in different library. Some textures are shared, and some are not. I can assign chunk id’s on level objects, as they are in separate folders. I cannot do that with textures, as they are in “random” folders of texture library. (Tens of thousands of textures).
/**
* For a given package and platform, return what Chunks it should be assigned to, games can override this as needed. Returns false if no information found
* @param PackageName Package to check chunks for
* @param TargetPlatform Can be used to do platform-specific chunking, this is null when previewing in the editor
* @param ExistingChunkList List of chunks that the asset was previously assigned to, may be empty
* @param OutChunkList List of chunks to actually assign this to
* @param OutOverrideChunkList List of chunks that were added due to override rules, not just normal primary asset rules. Tools use this for dependency checking
*/
ENGINE_API virtual bool GetPackageChunkIds(FName PackageName, const class ITargetPlatform* TargetPlatform, TArrayView<const int32> ExistingChunkList, TArray<int32>& OutChunkList, TArray<int32>* OutOverrideChunkList = nullptr) const;