Focused reference · Unreal Engine 5.8

Cooking, chunking, and audit

unreal-data-assets-tables/references/cooking-chunking-audit.md

Prove cook inclusion

A reference working in PIE is insufficient. For every asynchronously loaded asset:

  1. Identify the Primary Asset, label, directory, map, or explicit cook rule that includes it.
  2. Cook the target platform.
  3. Inspect Asset Audit, cooked output, or staging manifests.
  4. Launch a packaged build without editor-only loose content.
  5. 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 0 is 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.