Focused reference · Unreal Engine 5.8
Cooking, chunking, and audit
Prove cook inclusion
A reference working in PIE is insufficient. For every asynchronously loaded asset:
- Identify the Primary Asset, label, directory, map, or explicit cook rule that includes it.
- Cook the target platform.
- Inspect Asset Audit, cooked output, or staging manifests.
- Launch a packaged build without editor-only loose content.
- exercise the cold-load path and its failure handling.
Use Project Settings > Game > Asset Manager for type rules. Use Tools > Audit > Asset Audit and Reference Viewer to inspect management and dependency chains.
Primary Asset Labels
Use UPrimaryAssetLabel to assign rules to explicit assets, collections, or a directory tree.
Labels can define priority, chunk ID, and cook rule.
Important 5.8 constraint: Blueprint subclasses of PrimaryAssetLabel do not work for chunking.
Use the provided class or a native C++ subclass when adding metadata.
Chunking
- Chunk
0is the default base content. - Positive chunk IDs create separately assignable content groups when chunk generation is enabled.
- A Primary Asset's management rules can assign referenced secondary assets.
- Higher-priority management can win when more than one Primary Asset claims content.
Design chunks around install/patch/DLC boundaries, not folder aesthetics. Duplicated shared dependencies, circular ownership, and accidental hard references can defeat the intended layout.
Release checks
- Enable Only Cook Production Assets when development-only primary assets must fail a production cook.
- Compare Asset Audit across representative builds.
- Verify chunk availability order on the real delivery platform.
- Treat rule and label changes as packaging changes requiring a full staged test.