I have a c++ UObject that has an array with optional data (that shows up in the details panel).
To make things easier, all this data is serialized, but for the final game I would ideally trim down the array to only have the customization the user chose to enable/override.
Is there a way to hook into the Unreal cooking process that would produce a new version of an asset with this UObject for the final game?
Are there other methods to trim down data that is serialized but not required for the final game build?
You want to lookup the WITH_EDITOR and WITH_EDITORONLY_DATA defines, and see how those work to properly configure your object.