Hey,
thanks for the detailed answers and apologies for the delay, I was out of office last week.
Looking at the other info from your last post this looks like an issue with the serialized AssetRegistry. It’s either missing those files or there’s some other reason why it doesn’t find/know about the assets.
The fact that you can load them manually suggests that the containers are loaded and the package paths are set up correctly for those paths.
> So I don’t know what I might be missing here, is the serialized AssetRegistry another one which might not contain those assets?
That is correct, the DevelopmentAssetRegistry.bin contains information about all the assets from the cook, but not the assets in the final pak/iostore files.
The runtime asset registry cache is stored in the “AssetRegistry.bin” file, which is staged in the Saved/Cooked/Windows/ProjectName folder after cooking, or can be directly extracted from the generated pak file (note that non-uasset/ubulk files will always end up in the pak file, not in the .utoc/.ucas files).
Before going that route you can also check the state of the AssetRegistry in your packaged game.
This should also dump the info from the Asset Registry to the log:
AssetRegistry.DumpState -log PackageName Class
One thing that comes to mind is that the assets might use a different class at runtime, after the cooking process (similar to how UBlueprint becomes a UBlueprintGeneratedClass), so this output will also list the class name before listing all the assets of each class.
If the assets are listed here it’s likely your query that is the issue.
If not I’d check the included AssetRegistry.bin file for the presence of those assets, just do double check.
Best,
Sebastian