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How to work with cooked Content in Editor

Apr 26, 2021.Knowledge

This article explains the requirements and implications of working with cooked content in the editor.

This currently only applies to content for the windows platform.

Configuration required to allow the Editor to load cooked Content

In your projects DefaultEngine.ini make sure the following options are set:


[/Script/UnrealEd.CookerSettings] cook.AllowCookedDataInEditorBuilds=True s.AllowUnversionedContentInEditor=1

The first option corresponds to the option in the project settings in editor called “Allow cooked Content in the Editor”, while the second option can only be set through the config file currently.
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Cooking Content for Usage in Editor

When the config option “s.AllowUnversionedContentInEditor=1” is set there is no further action required to be able to use the cooked content.
Cooked content can be found in your project in the following folder:

*Saved\Cooked\WindowsNoEditor\<ProjectName>\Content\

In contrast to uncooked content cooked content will consist of more than one file per asset. Usually an asset will be split up into separate files, .uasset and possibly .uexp and .ubulk files. All of these need to be copied to your project’s content folder for the cooked content to work.

Behavior of cooked content in the Editor

Once you have versioned and cooked assets you can drop them into your content folder and they will show up as expected.
Assets will be read-only, and it is not possible to open editors for these assets (e.g. view a material in the material editor, or open the static mesh editor for meshes).
Special care must be taken when the content has references to other content. To preserve any references cooked content has to be put into the same folder structure as it was originally in and cooked assets cannot be moved/renamed once cooked. The editor may not handle the additional .uexp/.ubulk files properly in some cases (e.g. when deleting a cooked asset through the content browser, its .uexp/.ubulk files may not be deleted).

There is currently no exhaustive list of asset types are supported and the following listing is not implying that types listed as working are officially supported.
The following assets are regularly tested and should work when cooked:

  • Textures, Materials, Static Meshes, Sound waves, Cascade Particles, Animation Sequences, Skeletal Meshes, Level Sequences, AnimBPs, BP_Enums

There are known issues with:

  • Niagara, Blueprints

Everything not listed may or may not work. Please feel free to report issues with specific asset types.