I realize my initial explanation may have been unclear, so I would like to provide additional details regarding my current setup.
I use Primary Asset Label
to assign pack numbers based on folders and maps. During packaging, around 20 packs are generated, including Pack 0
, which contains essential assets.
These packs are categorized into client
, which contains the executable and Pack 0
, and patch
, which includes the remaining resources and data.
Additionally, I use BuildPatchTool
's PatchGeneration
to generate chunks
from the patch
packs. During gameplay, chunk
files are downloaded, reconstructed into pak
files based on the manifest, and then mounted for use. This allows us to update only modified content from the editor.
However, even minor changes (e.g., modifying a table) cause unrelated packs to be marked as modified
, resulting in new chunk
files being generated every time PatchGeneration
runs.
Upon investigation, I found that <ShaderCode>
values inside the packs are shuffled randomly during packaging. Because the order is not fixed, certain packs are recognized as modified even if their actual content remains unchanged.
Is there a potential issue with my current client/patch setup? Or are there any recommendations for handling chunk generation more efficiently?
I received a suggestion to use plugins to separate modules, which might help. However, I am curious if separating specific modules would directly address the <ShaderCode>
sorting issue. Are there any other methods that might help resolve this?
Any insights would be greatly appreciated.