Cooking fails with multiple CookWorkers because max packet size is exceeded for a single message

Hi @snarkussharkmob
Let’s see…

Identify the Faulty Asset: Locate the asset that belongs to the GUID causing the game to crash and confirm its size, complexity, and dependencies.

Optimize the Asset: If the asset is complex or huge (e.g., large textures, high-poly models), optimize the asset by compressing textures, reducing meshes, or splitting large assets into smaller parts

Investigate Packet Size: Even though you’ve increased MaxOSPacketSize, don’t use this as a temporary solution. Instead, try to reduce the asset size or serialize data more efficiently when cooking.

Check Cook Settings: Ensure cook optimization settings such as chunking are enabled to handle large assets better

Update Engine and Plugins: Verify if newer versions of Unreal Engine or any of the plugins you’re employing solve the issue

Test Remote Worker Configurations: Verify remote workers are well-provisioned and network stability is not causing communication breakdown.

Optimizing assets and inspecting cooking and network configurations should fix the problem for you without your having to go back to raising packet size limits