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How to package iOS assets for running from Xcode

What's the right way to cook and update assets for usage on the iOS device when running straight from Xcode?

I've been running my game on iOS straight from Xcode, but it's been a mystery to me how to reliably package assets so that they are found when running. Sometimes launching iOS from the Unreal editor is enough (although it seems to do a lot of unnecessary work and is slow?), other times the only thing I can get to work is recompiling the editor (takes a few hours) and recompiling the project (takes another hour) and then launching again (takes another hour to build the iOS verison of my game from scratch). I've also tried using the commandlet to cook, and that doesn't seem to work.

Product Version: UE 4.19
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asked Mar 15 '18 at 07:10 PM in C++ Programming

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ian.berdei
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