Difference between Editor pak's and UnrealPak pak's?
I've been using the "ShooterGame" to test different ways the Engine packs and then attempting to replicate it with my own project but it doesn't seem to like manually created pak files.
Package a game with "Use Pak File": the Editor packages everything into a single .pak file
Extract the pack file into the Content/Unpack directory: UnrealPak.exe (Game.pak) -extract (ContentDirectory)\Unpack
Remove the original .pak file so I can test afterwards
Re-pack "Unpack" into a .pak file with the same name: UnrealPak.exe (Game.pak) -create=(ContentDirectory)\Unpack
Is there a different set of commands the Editor uses to pak files? Whenever I do this, the game won't run, but if I remove the re-packed file, and replace it with the original, it works fine.
I'm attempting to create my own .pak files so that I can load them at runtime as modular content that could be downloaded from a server. I roughly understand mounting paks and loading assets from them, and I've been referencing the way ChunkSetup and ChunkInstall handle it, but even if I try to recreate the chunks it doesn't work. It's like there's some metadata that doesn't get unpacked or something.
asked Feb 28 '18 at 09:24 PM in Packaging & Deployment
I'm not 100% sure why this fixed re-packing what already existed. My only assumption is that the PakList file doesn't get packed itself (instead only informs the packing tool what goes in).
(UnrealPak.exe) (pak name) -create="(APPDATA)\Unreal Engine\AutomationTool\Logs\C+EpicGames+UE_4.18\ PakList_(pak name).txt"
This answers the question of what the difference is: there is a PakList log file that informs the packing tool.
answered Mar 05 '18 at 05:36 PM
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