LevelSequence BindingReferences causing maps to be cooked

Hello Geordie,

Soft references are still pulled in for cooking. So, you’ll need to clean up the soft references to the maps if you don’t want those maps cooked.

I did some tests on my end to confirm this and to confirm this also happens without Sequencer in the mix. The test I did without Sequencer was a variation of yours:

  1. Create a map called MapDontCook
  2. Create a blueprint with a soft object reference and assign the value to an actor in MapDontCook
  3. Add that blueprint to MapDontCook
  4. Create a map called DefaultMap, add that blueprint to it
  5. Make DefaultMap the only map that is cooked (GameDefaultMap and list of maps to include in a packaged build)
  6. Cook and notice that it the log indicates MapDontCook is being pulled in.

Also, I found this related forum post as well:

There is an option you can pass to the cooker: -SkipSoftReferences but that looks to be only for debugging purposes. I tried to run it with your test case, but it gave me a few errors so I don’t think it’s a viable option. There’s documentation about it here:

https://dev.epicgames.com/documentation/en\-us/unreal\-engine/cooking\-content\-in\-unreal\-engine