How should we implement in app purchases?

On top of the content browsing and downloading we’re also going to need to package our content appropriately and distribute - leaving distribution as part of the Shop questions above what follows is the initial info I found on packaging.

Starting to look into this process:

[Edit] The “UnrealFrontend” seems useful: Using the Unreal Frontend Tool | Unreal Engine 5.1 Documentation

[Edit2] The Project Launcher with cooking options is standalone under DeveloperTools in the editor.

From the 4.7 release notes:

"Downloadable Content (DLC) Packaging *BETA*

Downloadable content (DLC) can now be packaged up for distribution!

Currently this feature is in beta testing and requires a command-line tool. Create your add-on DLC inside a game plugin Content folder, and use the new packaging tool to "cook" and optimize your content for your platform of choice.

This feature makes use of the game's asset registry to know what content is already supplied in the shipped game, and will cook anything needed from the game's content into the DLC.

To use this feature, run the cook utility for your main game with "-CreateReleaseVersion=x.y", then again for each DLC plugin with "-BasedOnReleaseVersion=x.y -DLCName=MyPluginName".

From 4.8 Release notes:

New: Downloadable Content (DLC) Support

Added support for cooking DLC (Downloadable Content). This allows you to create Pak files that can be distributed to users later.
Games can choose to make sure DLC doesn't reference Engine content (that Epic will be changing over time).
In Unreal Frontend, make a custom profile, then select Cook -> Release / DLC / Patch Settings -> Include Engine Content.

From 4.9 Release Notes:

Cooking dlc no longer includes assets from base game in the asset registry.