Implementation Guide

PAK Asset Swapper Plugin - Step-by-Step Tutorial


Introduction

What is this guide about?

This guide helps you import your 3D scene into our Unreal Engine template while protecting your original assets. Your high-quality models, textures, and materials stay private - only you have access to them.

How does it work?

Your Original Assets ──► Proxy Assets (collision only) ──► Commit to Git

                    └──► PAK File (protected) ──► Send to us directly or upload to bucket

Proxy Assets: Simple placeholder objects that have the same collision (physics) as your original assets, but no visual details. These are safe to share.

PAK File: A compressed package containing your original high-quality assets. You send this file directly to us - it never goes into the shared repository.


Before You Start

Requirements

  • Unreal Engine 5.5 installed

  • The Meadow Transfer template project (provided by Bizzlogic)

  • Your 3D assets ready to migrate from your Unreal Engine Project

  • Git installed (for committing your work)

Folder Structure Overview

The template project has this folder structure:


Step 1: Import Your Assets

Import Your Files

  1. Open your Unreal 5.5 project

  2. Migrate your levels to the content folder of Meadow Transfer.

  3. Make sure to only migrate assets you need from the checkbox

Open the Template Project

  1. Compile the template using Unreal 5.5 and Visual Studio 2022

  2. Check your assets for correct migration.

  3. Clean up all unwanted assets and unneeded parts for this project.


Step 2: Organize Your Assets

Organize your assets in subfolders for clarity:

2.2 Naming Convention

Use clear, consistent names:

Prefix
Type
Example

SM_

Static Mesh

SM_Table_Kitchen

SK_

Skeletal Mesh

SK_Character_Body

M_

Material

M_Wood_Oak

MI_

Material Instance

MI_Wood_Oak_Dark

T_

Texture

T_Wood_Oak_D (D=Diffuse, N=Normal)

BP_

Blueprint

BP_Door_Interactive

2.3 Verify Collision is Set

For each mesh, verify collision exists:

  1. Double-click a Static Mesh to open it

  2. In the viewport toolbar, click Collision dropdown

  3. Select Simple Collision

  4. You should see green collision shapes

If no collision exists:

  1. In the Static Mesh editor, go to menu Collision

  2. Select Add Box Simplified Collision or Auto Convex Collision


Step 3: Generate Proxy Assets

This step creates simple collision-only versions of your assets.

Proxy Asset Generator Widget

3.1 Open the Proxy Generator Tool

Using the Editor Widget (Recommended):

  1. Go to menu Window > Editor Utility Widgets

  2. Find and run WBP_ProxyGenerator

3.2 Configure Proxy Generation

In the Proxy Generator window:

Setting
Recommended Value
Explanation

Source Folder

/Game/FinalAssets/YourSceneName

Where your original assets are

Output Folder

/Game/ProxyAssets/YourSceneName

Where proxies will be created

Collision Type

MultiConvex

Best balance of accuracy and size

Preserve Original Collision

Yes (checked)

Keeps physics accurate

Process Blueprints

Yes (checked)

If you have Blueprint actors

Recursive

Yes (checked)

Process all subfolders

3.3 Collision Type Options

Choose based on your needs:

Type
Use When
File Size
Physics Accuracy

BoundingBox

Simple shapes (boxes, walls)

Very small

Basic

ConvexHull

Medium complexity shapes

Small

Good

MultiConvex

Complex shapes (furniture, vehicles)

Medium

Very good

Original

Need exact collision match

Large

Exact

3.5 Open Level

  1. Make sure you are in the level you want to share; the utility tool will replace all assets with their proxy meshes automatically.

  2. Repeat for every additional level you would like to share.

3.6 Run the Generator

  1. Click Generate Proxies

  2. Wait for the progress bar to complete

  3. A summary will show how many proxies were created

Expected Result:

  • New assets appear in /Game/ProxyAssets/YourSceneName/

  • Each proxy has _Proxy suffix (example: SM_Table_Kitchen_Proxy)

  • Proxies have collision but no visual detail


Step 3+: Check your proxies.

These are auto-generated meshes. Some details will be lost that are relevant for collision.

You can create your own proxy assets and replace the static meshes. Do that via the reimport button, as the name of the proxy cannot be changed. Open Static Mesh -> Set new asset path -> press reimport


Step 4: Export Mapping File

The mapping file tells the system which proxy belongs to which original asset.

4.1 Export the Mapping

After proxy generation completes:

  1. In the Proxy Generator window, click Export Mapping

  2. Save the file as: Content/Config/AssetMapping.json

4.2 Verify the Mapping File

Open the JSON file to verify it looks correct:

Important: Do not edit this file manually. If you need to regenerate it, run the Proxy Generator again.


Step 5: Cook Your Assets

"Cooking" prepares your assets for packaging into a PAK file.

5.1 Project Settings

  1. These are already set for the correct packaging

5.2 Run the Cook

Option A - Using Editor:

  1. Go to menu File > Cook Content for Windows

  2. Wait for cooking to complete

5.3 Find Cooked Assets

After cooking, find your cooked assets at:


Step 6: Create PAK File

Now package your cooked assets into a single PAK file. Unreal will do this automatically. The packaged project will also serve as a test file to ensure your process worked.

6.1 Package your game.

Make sure the map you replaced your assets in is the starting map of the packaged game.

As soon as it's completed, you will see two pak files in the exported package.

pakchunk100-Windows is your final assets folder compressed. AssetMapping.json is the additional file.

Copy these out of the packaged build into its own folder for sharing, uploading and testing.

6.2 Test PAK

Open the packaged game after you removed the pak file and input the full filepath with file:// to the respective fields and press load. Make sure it replaced all the files correctly.

6.3 Verify PAK File

Upload and Share Pak file and JSON


Step 7: Commit to Repository

Now commit your proxy assets to the shared Git repository.

7.1 Check Git Status

Open command prompt in your project folder:

You should see:

  • New files (to add): ProxyAssets folder, AssetMapping.json

  • Ignored files: FinalAssets folder (check .gitignore)

7.2 Verify .gitignore

Make sure your .gitignore file includes:

7.3 Stage and Commit

7.4 What Gets Committed

Item
Committed?
Reason

ProxyAssets/

Yes

Safe to share, collision only

AssetMapping.json

Yes

Needed for asset swapping

FinalAssets/

NO

Contains protected original assets

*.pak files

NO

Sent separately, not in Git

CoreAssets/ (and other folders)

Yes

Your sharable core files


Step 8: Deliver Your Files

Send your PAK file and mapping file to us through the secure delivery method. Contact your project manager.

8.1 Files to Deliver

Prepare these files for delivery:

File
Location
Purpose

YourSceneName.pak

Your output folder

Contains original assets

AssetMapping.json

Content/Config/

Links proxies to originals

8.2 Delivery Method

Option A - Secure Upload (Recommended):

  1. Use the provided secure upload link

  2. Upload both files together

  3. Wait for confirmation email

Option B - Direct Transfer:

  1. Contact your project manager

  2. They will provide a secure transfer link

Security Note: Never email PAK files directly. Always use the secure upload method.

8.3 After Delivery

  1. We receive your files

  2. We test the asset swapping

  3. We confirm everything works

  4. Your protected assets are now integrated


Testing Your Setup

Before final delivery, test that everything works correctly.

9.1 Test in Editor (Proxy Only)

  1. Open the test level: Content/PakTest.umap

  2. Place some of your proxy assets

  3. Press Play

  4. Verify collision works (objects don't fall through floor)

9.2 Test Asset Swapping (Full Test)

Open the packaged game after you removed the pak file and input the full filepath with file:// to the respective fields and press load. Make sure it replaced all the files correctly.

9.3 Expected Results

Test
Expected Result

Proxy collision

Objects don't fall through

PAK mounting

No error messages

Asset swapping

Visuals upgrade from simple to detailed

Frame rate

Smooth, no stuttering


Glossary

Term
Meaning

Asset

Any file in your project (mesh, texture, material, etc.)

Collision

Invisible shape used for physics and interaction

Cooking

Converting assets to platform-specific format

Mount

Making a PAK file's contents available to the game

PAK File

Compressed package of cooked game assets

Proxy

Simplified version of an asset with collision only

Repository

Shared code/asset storage (Git)

Swap

Replacing proxy with original asset at runtime


Quick Reference Card

Command Summary

File Checklist

Before delivery, verify:


Document Information

Field
Value

Version

1.0

Last Updated

December 2025

Plugin Version

PAKAssetSwapper 1.0

Unreal Engine

5.5


This document is part of the PAK Asset Swapper documentation. Copyright Bizzlogic. All Rights Reserved.

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