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 bucketProxy 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
Open your Unreal 5.5 project
Migrate your levels to the content folder of Meadow Transfer.
Make sure to only migrate assets you need from the checkbox

Open the Template Project
Compile the template using Unreal 5.5 and Visual Studio 2022
Check your assets for correct migration.
Clean up all unwanted assets and unneeded parts for this project.
Step 2: Organize Your Assets
2.1 Recommended Organization
Organize your assets in subfolders for clarity:
2.2 Naming Convention
Use clear, consistent names:
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:
Double-click a Static Mesh to open it
In the viewport toolbar, click Collision dropdown
Select Simple Collision
You should see green collision shapes
If no collision exists:
In the Static Mesh editor, go to menu Collision
Select Add Box Simplified Collision or Auto Convex Collision
Step 3: Generate Proxy Assets
This step creates simple collision-only versions of your assets.


3.1 Open the Proxy Generator Tool
Using the Editor Widget (Recommended):
Go to menu Window > Editor Utility Widgets
Find and run WBP_ProxyGenerator
3.2 Configure Proxy Generation
In the Proxy Generator window:
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:
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
Make sure you are in the level you want to share; the utility tool will replace all assets with their proxy meshes automatically.
Repeat for every additional level you would like to share.
3.6 Run the Generator
Click Generate Proxies
Wait for the progress bar to complete
A summary will show how many proxies were created
Expected Result:
New assets appear in
/Game/ProxyAssets/YourSceneName/Each proxy has
_Proxysuffix (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:
In the Proxy Generator window, click Export Mapping
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
These are already set for the correct packaging
5.2 Run the Cook
Option A - Using Editor:
Go to menu File > Cook Content for Windows
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
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:
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):
Use the provided secure upload link
Upload both files together
Wait for confirmation email
Option B - Direct Transfer:
Contact your project manager
They will provide a secure transfer link
Security Note: Never email PAK files directly. Always use the secure upload method.
8.3 After Delivery
We receive your files
We test the asset swapping
We confirm everything works
Your protected assets are now integrated
Testing Your Setup
Before final delivery, test that everything works correctly.
9.1 Test in Editor (Proxy Only)
Open the test level:
Content/PakTest.umapPlace some of your proxy assets
Press Play
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
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
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
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.
Last updated