A lightweight Unreal Engine Editor module designed to automate and synchronize dynamic level pools with the project's packaging settings (DefaultGame.ini).
Developed to eliminate human error during build pipelines when managing dynamic map pools in multi-mode titles.
- Automation: Directly updates
[/Script/UnrealEd.ProjectPackagingSettings]MapsToCookarray without manual editor configuration. - Editor Integration: Exposed to Editor Utility Blueprints (EUB) and Python automation scripts.
- Config Cache Flushing: Safely updates and flushes settings to target configuration INI files during CI/CD or pre-cook steps.
#include "PackagingLevelsUtilsBPLibrary.h"
// Synchronize array of selected assets
TArray<UObject*> SelectedAssets = ...;
bool bOverwriteExisting = false;
int32 AddedCount = UPackagingLevelsUtilsBPLibrary::SyncLevelsToPackaging(SelectedAssets, bOverwriteExisting);Note on Editor Settings UI: Modifying DefaultGame.ini at runtime updates disk and memory configurations instantly for build/cook operations. However, due to Unreal Engine's Slate IDetailsView caching mechanism, reopen the Project Settings > Packaging tab to refresh the visual details view.
Copyright (c) 2026 Fernando Jesús Pérez Martín. All Rights Reserved. Unauthorised copying, modification, or distribution of this file via any medium is strictly prohibited.