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Cooked content limitations

In the Creator Kit, third-party assets (Fab / Marketplace packs) are included in the kit in cooked form. Project content (Blueprints, data assets, the game's own art, maps) is unchanged: it is still regular, editable assets.

What you can still do​

Use cooked third-party assets in mods as before:

  • place them in levels;
  • reference them from your own assets;
  • use their materials as parents of your own Material Instances.

What you cannot do​

Cooked assets are read-only. They cannot be opened in an asset editor, saved, renamed, duplicated, exported or re-imported. If you need a changed version, make your own asset (for example a Material Instance) and reference it.

Also:

  • Static switch parameters of a Material Instance whose parent is a cooked material have no effect.
  • Migrate (Content Browser → Asset Actions) is disabled in the kit for all assets, and Export is disabled for everything except the checkpoint staff characters (see Your own model). Create the assets of a mod in the mod's content folder. To back up or move a mod, copy its QZSim\Mods\<mod> folder.
  • Third-party assets that the game does not use were removed from the kit (about 26,800 files). If packaging fails with Uncooked Engine or Game content ... is being referenced by DLC, the referenced asset is not part of the shipped game (the same as for regular assets before). Use another one.
  • Seven assets of the CityBeachStrip set are no longer used by the game: SM_CeilingLight02, SM_Top_04_2m_c, MI_CeilingProps, MI_Light, T_CeilingProps_BC, T_CeilingProps_N and T_CeilingProps_RMA. They are still visible in the kit, but a mod that references them fails to package ("referenced by DLC"). Replace them.

Visual differences in the editor​

Because part of the content is cooked, some translucent effects (for example the scanner VFX) can look wrong in the kit editor. In the game they look correct.

Other plugins​

Fab plugins and their binaries are not part of the kit. See the FAQ.