UE4 equivalent of AssetBundles (Unity)

You could also use pak files. Pak is a single package containing multiple asset files (only content, no DLLs etc).

There’s a UnrealPak.exe under Engine/Binaries/Win64. Here’s example how it can be used

UnrealPak.exe D:\MyAssetPak.pak PathToYourProject/Content/FolderToAddToPak1 PathToYourProject/Content/FolderToAddToPak2 …

or

UnrealPak.exe D:\MyAssetPak.pak -create=PathToResponseFile.txt

where the ResponseFile could be:



..\..\..\Engine\Content\Editor\Slate\*.*
..\..\..\Engine\Content\Localization\*.*
..\..\..\Engine\Shaders\*.*
..\..\..\Engine\config\*.*
PathToYourProject\*.uproject
PathToYourProject\Config\*.*
PathToYourProject\Content\Localization\*.*
PathToYourProject\Saved\Sandboxes\Cooked-WindowsNoEditor\Engine\*.* ..\..\..\Engine\*.*
PathToYourProject\Saved\Sandboxes\Cooked-WindowsNoEditor\ProjectName\*.* ..\..\..\ProjectName\*.*


Note that the last two lines re-base the content from Cooked folder to Content folder.

There’s more info in UnrealPak.cpp, line ~582:



 * Params:
 *   -Test test if the pak file is healthy
 *   -Extract extracts pak file contents (followed by a path, i.e.: -extract D:\ExtractedPak)
 *   -Create=filename response file to create a pak file with
 *    where the first number is the private key exponend, the second one is modulus and the third one is the public key exponent.
 *   -TableMax=number maximum prime number in the generated table (default is 10000)