USD Unknown Cook Failure

Just finished a cinematic project where I extensively used USD files exported from Substance Painter. Now, I’m finally getting some time to start experimenting again with VR (5.3.2) and sending over to Quest 3. I’m in a new project based on the VR Template, and decided to try and re-use some of these USD assets. However, once I attempt to package the project, it results in a Packaging Failed! error. Scrolling through the Output log is showing lots of red errors: Failed to cook mesh and textures for platform Android_ATSC. It imports class /Script/USDClasses.UsdAssetUserData, which is in a module that is not available on the platform.

This seems to happen only when I have the USD content imported to my project. If I delete all USD assets, it then compiles.

Anyone else experiencing this and found a workaround?

Also, this may be a dumb question, but I tried duplicating a map/level and adding the USDZ asset to that, but can’t figure out how to package just that level to test out creating the package. Am I only able to package the currently open project? I like to save different versions to try and package. Do I need to create a new project every time I want to try out an new version? Thx.

First you could try adding Android to the SupportedTargetPlatforms in the USDImporter.uplugin and see if it works.

Dumb question: How do I exactly do that? I can only toggle on the plugin.

Open your \Engine\Plugins\Importers\USDImporter\USDImporter.uplugin file and add “Android” to the list of “SupportedTargetPlatforms”

I tried this approach, but the USD plugin disappeared after I had to uncheck it to launch my project… I then verified my engine to fix this, as all my USD Import Material were gone, but it removed “android” from the supported platforms. Do you have any fixes or other ways? It would be nice to convert USD imports to proper unreal assets once we settle on a scene, or they need to fix the USD importer.