Primary Asset Manager assets failing to cook in production builds
22.5K reputation · 26 Aug 2025, 15:09 UTC
Assets configured via the Primary Asset Manager often load correctly within the Unreal Editor environment but are missing from the final packaged build. While the Project Settings reflect the correct asset types and bundle rules, the cooking process appears to bypass these dependencies unless they are explicitly referenced elsewhere in the project.
This discrepancy suggests a disconnect between the Editor's dynamic loading behavior and the cooker's static analysis of asset dependencies. Even when bundles are properly defined in the Asset Manager configuration, the resulting .pak files frequently fail to contain the expected data, leading to null object references or loading failures at runtime in production.
What specific DefaultEngine.ini keys are required to force the Asset Manager to include assets during a platform-specific cook? How can one verify if an asset is being skipped due to bundle resolution logic rather than a file path error?