Mek - PAD AAB Helper for UE5 (Google PAD & Asset Packs)

Android PAD AAB Helper simplifies Google PAD (Asset Delivery) and AAB workflows in Unreal Engine 5.

• Ensures pak files generated from your chunk system are correctly included in the AAB

• With GetGeneratedPADAssetPacks, returns an up-to-date pack list ready for RequestDownload

• Eliminates manual pack name handling and hardcoded lists

• Reduces risk of missing or incorrect packs

• Fully usable via Blueprint (no C++ required)

• Works with your existing Primary Asset Labels (does not generate chunks or packs automatically)

Documentation

Discord

Hi, I recently purchased this plugin and added it to my project. The plugin claims to handle the heavy lifting, but it does not seem to work as expected.

I followed the official documentation and also tried several AI-guided fixes, but the issue still persists. The Blueprint nodes that the plugin claims to expose are not showing up at all.

My game size is also over 5GB, and when I try to build, I get an error saying the OBB cannot be larger than 2GB/4GB. I followed the exact docs and suggested setup, but the build still fails.

Can you @MekGameStudios please clarify if this plugin actually supports large Android builds and how to properly access the missing Blueprint nodes?