Remaking a cooked data table as an Unreal Project

I’m working on modding a game that uses data tables to control dialogue right now, and I’m trying to recreate the data table structure and custom enumerations used by the game for this purpose. I’ve already done so, and for testing I’ve recreated one such data table in a 1-to-1 form, perfectly matching the variables of the original table in my own recreation.

There’s a problem here: whenever I cook my own table, in comparing the resulting uexp/uasset pair with the originals, there are a number of minor hexadecimal differences. The result is that the game refuses to load my own table whenever I actually package it and load it as a mod - or, more accurately, it unsuccessfully loads it, spitting out no errors but skipping all dialogue contained in the table.

I’ve tried working with the developer of the game in question to figure out what’s going on with this, but he hasn’t had much luck with sorting it out, either. Wondering if anyone else has any suggestions.