Using Cooked Assets in Mod Kit

Hello, I’m looking to setup a mod kit for our game, and we would like to cook our assets before including them in the mod kit to prevent users from accessing them easily.
I have included the necessary INI configurations mentioned on the doc Working With Cooked Content in the Editor.

For context, we are building our mod kit from 4.27.

However, our attempts so far have failed. Some types of cooked assets either don’t work properly or causes crashes in the mod kit. Animation sequence, materials, levels, Cascade particles, blueprints, to name a few. When I dug further into some of the crashes, I often came across engine code, wrapped around #WITH_EDITOR preprocessors, that assumes the validity of data/logic in an editor build, which the mod kit very much is.

I’m wondering if anyone else has successfully included cooked assets in their mod kit, and could point me in the right direction.

Thanks!

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