# .pak for Extension pack?

**URL:** <https://forums.unrealengine.com/t/pak-for-extension-pack/1659629>\
**Category:** Getting Started & Setup\
**Tags:** dlc, pak, pak-file, unreal-engine, Packaging, packaging-projects, CPP, Blueprint, question\
**Created:** [February 2, 2024, 3:35am UTC](https://forums.unrealengine.com/t/pak-for-extension-pack/1659629 "2024-02-02T03:35:27Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Faey01](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Faey01](https://forums.unrealengine.com/u/Faey01)\
**Post date:** [February 2, 2024, 3:35am UTC](https://forums.unrealengine.com/t/pak-for-extension-pack/1659629/1 "2024-02-02T03:35:27Z")

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Hello, I am trying to create an extension pack for our client where it should contain maps, assets, and some new assets models.

I found ways to create it by using .pak files.  
Are the .pak files easy to use when we already have a complete base game and want to add new customization in the future?

However I have a question regarding packaging, do we only need to package for the extension pack? (Ex: new map, assets, and clothes).  
Or do we need to repackage the whole project including the base map/level?

I also have a question regarding loading the .pak files. Does the base package need to have the code/blueprint to load the .pak file or those codes can be added to the .pak?

As I wanted the client only needed to download the new extension pack while keeping the original package (base game). I also wanted to reduce the amount of packaging base game whenever there are new extension packs as I have multiple customers with different demands.
