OK, so it turns out the assets are there but are not visible for AssetRegistry for some reason. When I statically load object from my DLC using StaticLoadObject I can use AssetRegistry.GetAssetsByPath function to get all the objects. But StaticLoadObject function requires a full path with a name to the object that I want to load so it doest really solve my problem…
So now, how can I load at once all assets from given pak file?
PRODUCT_PATH is a path that should contain static meshes I’m interested in. So the game will first look in /Game/Products directory and the check out the content-only-plugin directory that will be used as DLC - /NewProduct
It works fine the editor and in shipped build. What I want to do is create a DLC that would contain one or more products (static meshes).
So to do that, I followed tutorials on packaging and finally got my first DLC with a single product deployed in small .pak file. Next step is to apply the DLC, so I rename it, and copy/paste it into shipping build directory next to main .pak file.
It should work right?
Well, it doesnt.
For some reason AssetRegistry does not detect that new DLC/file was added and does not refresh itself. Content in DLC is just nowhere to be found by the code I posted above.
Whats interesting is that if I put a new map (level) into DLC and try to open it in shipped build it works just fine.