# Updating a packaged game with chunks, how to know which pak changed?

**URL:** <https://forums.unrealengine.com/t/updating-a-packaged-game-with-chunks-how-to-know-which-pak-changed/1835429>\
**Category:** Platform & Builds\
**Tags:** pak, Chunking, unreal-engine, update, question\
**Created:** [May 1, 2024, 9:04pm UTC](https://forums.unrealengine.com/t/updating-a-packaged-game-with-chunks-how-to-know-which-pak-changed/1835429 "2024-05-01T21:04:03Z")\
**Posts on this page:** 2\
**Page:** 1

<div class="post-metadata">

**Author:** ![dschertenleib](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@dschertenleib](https://forums.unrealengine.com/u/dschertenleib)\
**Post date:** [May 1, 2024, 9:04pm UTC](https://forums.unrealengine.com/t/updating-a-packaged-game-with-chunks-how-to-know-which-pak-changed/1835429/1 "2024-05-01T21:04:03Z")

</div>

I am using pak files and chunks with primary asset labels, all work fine except:

-When i package a new version of my application in a new folder, the sizes of most of the packages changes

Also i did try with the Project launcher to create release & patch profile:  
-when packaging with the patch profile, ALL my paks have \_P at the end  
I was expecting to only see updated packages?

More strange, when comparing the folders with a software, the only pak that should be different (the asset i did update) have the same size, but binary file seems to be changed!

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/1/a/91a2a3d91e39951a0ed62e576a167b7992f39a44.png)

Can anyone explain how they manage updates please?

---

<div class="post-metadata">

**Author:** ![dschertenleib](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@dschertenleib](https://forums.unrealengine.com/u/dschertenleib)\
**Post date:** [May 2, 2024, 8:31pm UTC](https://forums.unrealengine.com/t/updating-a-packaged-game-with-chunks-how-to-know-which-pak-changed/1835429/2 "2024-05-02T20:31:35Z")

</div>

So it seems unreal is changing the load order of the files in a pack to optimize opening speed  
If you do not specify an order, i will use the data you generate when working in editor/play  
Disabling it for now fixes part of the issue but i still had packages change in size:

> [@Different .PAK files for same packages?](https://forums.unrealengine.com/t/different-pak-files-for-same-packages/1278732/7):
>
> Hi there. I had the same issue and just found a solution. There is no documentation to find anywhere about how the ordering works, but looking into the source code I was able find it out. So, if you don’t have a GameOpenOrder.log it will automatically fall back to CookerOpenOrder.log and EditorOpenOrder.log. These 2 files are changed permanently and therefore cause assets being differently ordered in paks. Even if you had a GameOpenOrder.log in place, it would fall back to the other ones for …

After that i did find by comparing 2 paks that some .ushader files did change…  
Enabling “Deterministic shader code order” did improve but did not get rid of all the issues so i did disable “Share Material code” for now.  
It seems to do it, i will run more tests

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/d/b/adb08e9c59fa82dc73a4f989d44db1ae45e3057e.png)
