ResonanceSubmixDefault not being loaded or cooked

Hi,

I was able to reproduce. That’s because the assets /ResonanceAudio/ResonanceSubmixDefault.ResonanceSubmixDefault is not seen by the cook. The asset would be registered to be cooked if it was loaded during the engine startup or if it gets loaded using a FCookLoadScope such as:

		{
		    FCookLoadScope CookLoadScope(ECookLoadType::UsedInGame);
		    GetDefault<UResonanceAudioSettings>()->OutputSubmix.TryLoad();
		}

So by default, in the Editor, the asset is not loaded early enough and when it’s get loaded, it not wrapped in the scope above. I hacked FResonanceAudioModule::StartupModule() in D:\UE_5.6\Engine\Plugins\Runtime\ResonanceAudio\Source\ResonanceAudio\Private\ResonanceAudioModule.cpp to add the code above with and without the FCookLoadScope, recompiled the Editor and repackaged. In both cases, the cooked game was able to load the asset, so it was cooked. Adding /ResonanceAudio to additional directories to cook also worked. For the moment, I’d just recommend adding the package to the additional directories to cook. I’ll report the issue.

Regards,

Patrick