Here is the problem, i have different paks file with the same Blueprint but different assets that have to be mounted in the same mounting point.
When i mount the first pak everything is ok, but when I mount another one in the same mount point it loads the assets of first pak as if Unreal keeps a sort of cache for paks. This problem does not happen when I mount another pak in a different mount point.
This happens both in editor mode and with the Builded program.
After analyzing the source code i noticed that there is this line:
#define USE_PAK_PRECACHE (!IS_PROGRAM && !WITH_EDITOR) // you can turn this off to use the async IO stuff without the precache
that seems to be the solution for my problem right? So how can I “turn off” this USE_PAK_PRECACHE?