Keep Your Assets in a Cooked Build
Goal: make sure every CrimsonUI asset you author ships in a packaged build, not just in the editor.
These types are reached through soft references and by-id lookups, which the cooker does not follow. CrimsonUI registers them with the Asset Manager as AlwaysCook, but it can only do that for folders you tell it about.
| Primary asset type | Authored as |
|---|---|
CrimsonRadialMenuDefinition | Data asset (UCrimsonRadialMenuDefinition) |
CrimsonRadialLayoutDefinition | Data asset (UCrimsonRadialLayoutDefinition) |
1. Point the scan paths at your content
UCrimsonUISettings is declared Config = CrimsonUI, so its entries live in Config/DefaultCrimsonUI.ini, not DefaultGame.ini.Set PrimaryAssetScanPaths on UCrimsonUISettings to the folder (or folders) holding these assets. Sub-folders are included.
Project Settings -> Crimson -> Crimson UI -> Asset Discovery -> PrimaryAssetScanPaths. Click +, then pick your folder with the directory picker.
LogCrimsonUI: CrimsonUI: registered N primary asset type(s) as AlwaysCook across M scan path(s). M must match the number of paths you added; a blank entry is skipped and never counted.2. Confirm the Asset Manager sees them
With the editor open, the registration log line names how many types were registered:
LogCrimsonUI: CrimsonUI: registered N primary asset type(s) as AlwaysCook across M scan path(s).
AssetManager.DumpAssetRegistryInfo in the editor console - both radial types should report a non-zero count.3. Confirm they cooked
Package a Development build, then check the cooked output directly. Under Saved/Cooked/<Platform>/<Project>/ you should find every asset of the types in the table above: assets you authored in your own content cook under your project's mount point, and plugin content cooks under that plugin's own mount point. Then open the cook log in Saved/Logs/ and confirm it reports no missing entry for them.
Anything of a type in the table above that is absent from the cooked output is still being dropped - re-check step 1, then re-cook.
See also
- API Reference -
UCrimsonUISettingsscan paths - How-To: Get the Building Blocks - where the settings live