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How to add directory to cook programatically?

We have a plugin and we want to make sure that Content folder of the plugin always gets cooked in any project that plugin is used. I was hoping there would be some way to specify directories to cook in Build.cs for plugin but can't find anything related in the docs. Any pointers would be helpful!

Product Version: UE 4.19
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asked Apr 10 '18 at 12:20 AM in C++ Programming

avatar image

sytelus
259 17 32 50

avatar image BinaryRK Apr 12 '18 at 11:43 AM

I have not actually done this myself but I have seen plugins referencing the needed assets during their StartupModule.

From LoadingScreen plugin:

 void FLoadingScreenModule::StartupModule()
 {
 [...]
         // Load for cooker reference
         const ULoadingScreenSettings* Settings = GetDefault<ULoadingScreenSettings>();
         for ( const FStringAssetReference& Ref : Settings->StartupScreen.Images )
         {
             Ref.TryLoad();
         }
 [...]

https://github.com/ue4plugins/LoadingScreen/blob/master/Source/LoadingScreen/Private/LoadingScreenModule.cpp

Could be something you might be interested in.

avatar image GBX_botman Apr 12 '18 at 07:39 PM

You might be able to add an entry for 'PrimaryAssetRules' (in the [/Script/Engine.AssetManagerSettings] section) in the game config file for your plugin and have the CookRule=AlwaysCook for the assets that you always want to cook.

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