UE 5.8 Mac packaging does not create non-zero chunk Paks despite valid chunk manifests

When packaging a project for Mac with UE 5.8, AutomationTool reads a valid non-zero chunk manifest (“pakchunk111.txt”) but generates a “PakCommands.txt” file containing only the chunk-0 command. UnrealPak then creates only “pakchunk0-Mac.pak”, even though the cook/stage pipeline reports two chunks and the chunk-111 cooked files are present in the pre-Pak staging manifest.

The same repro project produces “pakchunk111-Mac.pak” in UE 5.4. UE 5.8 Windows packaging also creates its non-zero chunk Pak, so this seems specific to the UE 5.8 packaging on Mac.

Environment:

- macOS 26.5.2 (25F84), Apple Silicon (Mac14,9)

- UE 5.4 Launcher build: “++UE5+Release-5.4-CL-35576357”

- UE 5.8 Launcher build: “++UE5+Release-5.8-CL-56702186”

- Target: Mac, Shipping

- Project path for clean repro: “/private/var/tmp/PakTestContent58”

- Project packaging settings:

- Use Pak File: enabled

- Generate Chunks: enabled

- Use Io Store: disabled

- Use Zen Store: disabled

- Compression: enabled

I tried tracing through some of the build process and this is what I found

The package command succeeds with exit code 0, but only “pakchunk0-Mac.pak” is generated.

The log shows that AutomationTool successfully reads both chunk manifests:

```text

Reading chunk list file …/pakchunklist.txt which contains 2 entries

Reading chunk manifest …/pakchunk0.txt which contains 494 entries

Reading chunk manifest …/pakchunk111.txt which contains 5 entries

```

It then calls UnrealPak with “-CreateMultiple=…/PakCommands.txt”, but the generated “PakCommands.txt” contains only:

```text

“/private/var/tmp/PakTestContent58/Saved/StagedBuilds/Mac/PakTestContent/Content/Paks/pakchunk0-Mac.pak” -create=“…/PakList_pakchunk0-Mac.txt”

```

There is no command for “PakList_pakchunk111-Mac.txt”. So UnrealPak only loads the chunk-0 response file and creates only “pakchunk0-Mac.pak”.

The chunk-111 assets are present in “PrePak_Mac_UFSFiles.txt”, and the chunk-0 Pak receives all 2,838 pre-Pak UFS entries. This seems to indicate that the failure happens between reading the chunk manifests and generating the CreateMultiple commands, not during cooking or UnrealPak execution.

“DA_PakTest” itself is cooked but assigned to chunk 0 in UE 5.8, despite its PrimaryAssetLabel settings. In UE 5.4 it is in chunk 111. This occurs on Windows as well, so it appears separate from the Mac-only missing-Pak issue.

For comparison, I also tried doing it with Unreal 5.4, and it:

- reads two chunk manifests (370 packages in chunk 0; 6 packages in chunk 111);

- writes two lines to “PakCommands.txt”;

- loads “PakList_pakchunk111-Mac.txt”;

- creates “pakchunk111-Mac.pak” with 14 entries.

In UE 5.8, the chunk manifest syntax also differs:

```text

UE 5.4: \private\var\tmp\PakTestContent54\Saved\Cooked\Mac\…

UE 5.8: ..\..\..\..\private\var\tmp\PakTestContent58\Saved\Cooked\Mac\…

```

Steps to Reproduce
I’ve attached the sample project from the documentation on creating/loading pak files. (link: Example Project: Loading Pak Files At Runtime | Tutorial)

From within the editor

  • Platforms > Cook Content > Cook (after setting for Mac)
  • Platforms > Package Project > Package Project (after setting “Shipping” Build Configuration)

Then go to Saved/StagedBuilds/Mac/PakTestContent/Content/Paks, I only see “pakchunk0-Mac.pak”

Hi Gabriel,

A fix is forthcoming in 5.8.4. In the meantime, the only workarond on a Launcher build is to move the project under the Engine root.

Best regards.

My pleasure. If you run into issesmoving the project location or wish for assistance integrating the change into the earlier 5.8.3 launcher build, please advise.

Best reegards.

PakTestContent58.zip(130 KB)

Thanks for the info. Will try moving the project under the Engine root and look forward to the fix in 5.8.4.