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)