Thank you for your time and your detailed answer.
My initial misunderstanding was to think that registering a mount point would preserve the previous ones, and that loading a mesh/texture file with “/Game/” in its path would make Unreal Engine look in all registered mount points.
I didn’t try the plugin method for now because I feared it would be more complicated (as suggested in this topic where the developer created a subsystem) but I will have a look. I just want to avoid extra developments.
They are indeed not encrypted. For now we generate these pak files ourselves (our users may need to do it too later).
I was naive but I thought it was possible to change the location of files in the pak by simply using the last argument of FPakPlatformFile::Mount(const TCHAR* InPakFilename, uint32 PakOrder, const TCHAR* InPath)
I prefer not doing this because we want to take advantage of all optimizations of Unreal Engine.