Navigation
API > API/Editor > API/Editor/UnrealEd > API/Editor/UnrealEd/FAssetRegistryGenerator
Description
FinalizeChunkIDs Create the list of packages to store in each Chunk; each Chunk corresponds to a pak file, or group of pak files if the chunk is split. Each package may be in multiple chunks. The selection of chunks for each package is based on ChunkIds explicitly assigned to the package in the editor (UPackage::GetChunkIds()) and on assignment rules defined by the AssetManager
| Name | FinalizeChunkIDs |
| Type | function |
| Header File | /Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h |
| Include Path | #include "Commandlets/AssetRegistryGenerator.h" |
| Source | /Engine/Source/Editor/UnrealEd/Private/Commandlets/AssetRegistryGenerator.cpp |
void FinalizeChunkIDs
(
const TSet< FName > & CookedPackages,
const TSet< FName > & DevelopmentOnlyPackages,
UE::Cook::FCookSandbox & InSandboxFile,
bool bGenerateStreamingInstallManifest,
const TSet< FName > & StartupPackages
)
Parameters
| Name | Remarks |
|---|---|
| CookedPackages | list of packages which were cooked |
| DevelopmentOnlyPackages | list of packages that were specifically not cooked, but to add to the development asset registry |
| InSandboxFile | sandbox to load/save data |
| bGenerateStreamingInstallManifest | should we build a streaming install manifest If false, no manifest is written and all packages are implicitly assigned to chunk 0 by the automation tool. If true, packages are assigned to chunks based on settings (possibly all in chunk 0 if settings are empty) and a manifest of packagenames is written for each chunk |
| StartupPackages | The packages the cooker recorded as being loaded at startup. These packages have special chunk rules. |