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Asset Bundler Command Line Tool Reference

The Open 3D Engine Asset Bundler is driven by a command-line tool called AssetBundlerBatch. This tool manages seed lists, asset lists, comparisons, and asset bundles. The asset bundler is not used to compile assets into the format used by the bundler for distribution - that is the role of the Asset Processor. Before running the Asset Bundler, make sure that you:

  • Enable each platform for which assets should be bundled. Enabled platforms are managed by editing the dev/AssetProcessorPlatformConfig.ini file in your project.
  • Run the Asset Processor to ensure that assets and their metadata are up to date.

See the Asset Bundler Concepts and Terms or Glossary for definitions of terms used in this reference.

General Use

The format for AssetBundlerBatch commands is:

AssetBundlerBatch command --parameterWithArgs arg1,arg2 --flagParameter ...

The AssetBundlerBatch executable is contained in the same folder as the Editor and AssetProcessor executables. If you do not find the executable, you likely need to build AssetBundlerBatch by running the cmake --build <build path> command with --target AssetBundlerBatch.

The elements in this example invocation break down to:

  • command - The command for the asset bundler to run. Examples include seeds and assetLists.
  • --parameterWithArgs - An argument which takes parameters. If a parameter can take more than one argument, you can either separate arguments with a , character without using whitespace, or by giving the parameter multiple times:
  • --parameterWithArgs arg1,arg2
  • --parameterWithArgs="arg1,arg2"
  • --parameterWithArgs arg1 --parameterWithArgs arg2
  • --parameterWithArgs="arg1" --parameterWithArgs="arg2"

These styles of writing parameters can be freely mixed and matched. Note that not all arguments take more than one input parameter.

  • --flagParameter - A flag which doesn’t take any arguments. Flags represent boolean values and turn features of the Asset Bundler on and off.

An example command is:

build\windows\bin\profile\AssetBundlerBatch.exe seeds --seedFileList MyProject\AssetBundling\SeedLists\AllDependencies.seed ^
    --addPlatformToSeeds ^
    --platform ios,pc

build/linux/bin/profile/AssetBundlerBatch seeds --seedFileList MyProject/AssetBundling/SeedLists/AllDependencies.seed \
    --addPlatformToSeeds \
    --platform ios,linux

Options

The options in this section are valid for all Asset Bundler subcommands.

--help / -h

Without a command, prints out the help text for AssetBundlerBatch. When used with a command, prints the help information for that command.

--verbose

Enables more detailed output messages. Error and Warning messages will display the file name and line number which generated the message. This flag is intended for use when looking at source files or generating output for debugging purposes.

Seed lists - seeds

The seeds command is used to manage seed lists, the first phase of the Asset Bundler workflow. Seed list files have the .seed extension.

This command requires an existing cache of assets for each provided platform. To make sure that the cache is up to date, update the supported platforms and run the Asset Processor.

Options

--seedListFile

The seed list to modify and save. This file must be writable and have the .seed extension. The file is created if it doesn’t exist. The argument’s value may be either an absolute or engine-root-relative path.

  • Type: Single-value argument
  • Required: Yes

--addSeed

Add seeds to the seed list for the --platform values. If a seed does not exist for one of the specified platforms, then the invalid platforms are ignored. The argument’s value may be any number of cache-relative paths to pre-processed assets.

Although .slice files are built and present in the asset cache, they aren’t product assets and don’t generate dependencies when added to a seed list. Avoid using them as seeds.

  • Type: Multi-value argument
  • Required: No

--removeSeed

Remove the --platform values for the provided seeds. If a seed is not available for a platform, it’s ignored. A seed is not completely removed from the seed list until it has no associated platforms.

  • Type: Multi-value argument
  • Required: No

--addPlatformToSeeds

Adds the --platform values to all seeds in the seed list. If a seed isn’t valid for a provided platform, a warning is printed indicating the affected seed and the platform that caused the warning. The seed is updated for all other valid platforms.

  • Type: Flag
  • Required: No

--removePlatformFromSeeds

Removes the --platform values from all seeds in the seed list. If this would remove all platforms for an existing seed, the seed is unchanged and a warning is printed. Use --removeSeed to remove a seed from a seed list.

  • Type: Flag
  • Required: No

--print

Prints the contents of the seed list after performing operations.

  • Type: Flag
  • Required: No

--platform

The platforms used for this command. Defaults to all supported platforms for the current project. Supported platforms can be changed by modifying AssetProcessorPlatformConfig.ini.

Platform names can be found in the AssetProcessorPlatformConfig.ini file, or as folder names found under dev/Cache/ProjectName.

  • Type: Multi-value argument
  • Required: No

--updateSeedPath

Updates the relative paths for every seed in the seed list.

  • Type: Flag
  • Required: No

--removeSeedPath

Removes the relative path hints for every seed in the seed list. This argument is useful when you want to share your seed list with a third party.

  • Type: Flag
  • Required: No

Examples

In the following examples, assume that the current project has enabled the platforms pc, ios, and android.

Example : Add seed

Create the seed list testFile.seed if it doesn’t exist, and add the asset1.pak and asset2.pak assets as seeds for the PC platform:

build\windows\bin\profile\AssetBundlerBatch.exe seeds --seedListFile testFile.seed ^
    --addSeed cache\asset_path\asset1.pak,cache\asset_path\asset2.pak ^
    --platform pc

build/linux/bin/profile/AssetBundlerBatch seeds --seedListFile testFile.seed \
    --addSeed cache/asset_path/asset1.pak,cache/asset_path/asset2.pak \
    --platform linux

Example : Add platforms

Add the ios and android platforms for all seeds in the testFile.seed seed list:

build\windows\bin\profile\AssetBundlerBatch.exe seeds --seedListFile testFile.seed --addPlatformToSeeds --platform ios,android

build/linux/bin/profile/AssetBundlerBatch seeds --seedListFile testFile.seed --addPlatformToSeeds --platform ios,android

Example : Display seed list contents

Show the contents of the testFile.seed file, including the absolute and relative paths of all assets used as seeds:

build\windows\bin\profile\AssetBundlerBatch.exe seeds --seedListFile testFile.seed --print

build/linux/bin/profile/AssetBundlerBatch seeds --seedListFile testFile.seed --print

Asset Lists - assetLists

The assetLists command is used to manage and create asset lists. See the --assetListFile argument for how platform information is encoded in asset list file names. Asset list files have the .assetlist extension.

This command requires an existing cache of assets for each provided platform. To make sure that the cache is up to date, update the supported platforms and run the Asset Processor.

Options

--assetListFile

The base name of the platform-specific asset list files to be generated. This file’s path must be writable, and the file name must have the .assetlist extension. The argument’s value may be either an absolute or engine-root-relative path.

The asset list files generated are named based on the value of this argument and the provided platforms. For an argument value of path/assetFile.assetlist, each platform gets an asset file created as path/assetFile_Platform.assetlist. For example, assetFile.assetlist for the platform pc is named assetFile_pc.assetlist.

assetLists invocations must contain either the --assetListFile argument or --print flag.

  • Type: Single-value argument
  • Required: No

--seedListFile

The seed list used to generate the asset list. This argument can be used along with other arguments that provide seeds.

  • Type: Single-value argument
  • Required: No

--addSeed

Individual seeds used to generate the asset list. This argument can be used along with other arguments that provide seeds.

Although .slice files are built and present in the asset cache, they aren’t product assets and don’t generate dependencies when used as seeds. Avoid using them as seeds.

  • Type: Multi-value argument
  • Required: No

--addDefaultSeedListFiles

Automatically include the default seed lists for the O3DE Engine, default project, and all enabled Gems. As project-relative paths, the files that define default assets are:

  • Engine - Engine/Engine_Dependencies.xml
  • Gems - Gems/gem_name/Assets/gem_name_Dependencies.xml
  • Project - project_name/project_name_Dependencies.xml

This flag also includes default seed list files in the following locations:

  • Engine - <engine root>/Assets/Engine/SeedAssetList.seed
  • Platform - <engine root>/Assets/Engine/Platforms/<platform>/*.seed
  • Gems - <gem name>/Assets/seedList.seed

This argument can be used along with other arguments that provide seeds.

  • Type: Flag
  • Required: No

--skip

A list of assets to ignore. This can include both seed assets and any dependencies that were picked up by the asset processor. The argument value is a comma-separated list of cache-relative paths to assets that have already been pre-processed.

  • Type: Multi-value argument
  • Required: No

--platform

The platforms used for this command. Defaults to all supported platforms for the current project. Supported platforms can be changed by modifying AssetProcessorPlatformConfig.ini.

Enabled platform names can be found in the AssetProcessorPlatformConfig.ini file, or as directories under dev/Cache/ProjectName.

  • Type: Multi-value argument
  • Required: No

--print

Output a list of all product dependencies. The behavior of this argument depends on which other arguments are provided to the AssetBundlerBatch argumentList command:

  • --assetListFile without operations: Read an existing asset list from disk and display its contents.
  • --assetListFile with operations: Generate a new asset list and display its contents.
  • Without --assetListFile: Display the contents of the asset list that would be generated.

Each of these behaviors is illustrated in the assetList examples.

AssetBundlerBatch assetLists commands must contain either the --assetListFile argument to generate new asset lists, or the --print flag to write information to the console.

  • Type: Flag
  • Required: No

--dryRun

Run without generating new asset lists.

  • Type: Flag
  • Required: No

--generateDebugFile

Generate a file that contains additional information about asset inclusion for debugging purposes. This file contains a hierarchical list of every asset contained within the asset list file, as well as information about which seeds marked each specific asset as a product dependency. The debug file is stored in the same path as the --assetListFile, with the extension .assetlistdebug.

This argument requires the use of --assetListFile. If you use the --print argument, the output of the generated files is displayed in the console, not the output of the debug file.

  • Type: Flag
  • Required: No

--allowOverwrites

Allow overwriting of existing asset files. By default, existing asset lists will not be regenerated.

  • Type: Flag
  • Required: No

Examples

In the following examples, assume that the seed list testFile.seed exists and that the pc, ios, and android platforms are enabled.

Example : Display default assets

Display which asset lists would be generated from the seed lists for the O3DE Engine and enabled Gems for a project’s default platforms:

build\windows\bin\profile\AssetBundlerBatch.exe assetLists --addDefaultSeedListFiles --print

build/linux/bin/profile/AssetBundlerBatch assetLists --addDefaultSeedListFiles --print

Example : Display asset lists for default platforms

Use an input asset list and the project’s default platforms to display that asset list’s contents:

build\windows\bin\profile\AssetBundlerBatch.exe assetLists --assetListFile assetListFile.assetlist --print

build/linux/bin/profile/AssetBundlerBatch assetLists --assetListFile assetListFile.assetlist --print

Example : Create an asset list and debug file from a seed list

Generate an asset list testList_pc.assetlist and debug information testList_pc.assetlistdebug from the testFile.seed seed list:

build\windows\bin\profile\AssetBundlerBatch.exe assetLists --assetListFile testList.assetlist ^
    --seedListFile testFile.seed ^
    --platform pc ^
    --generateDebugFile

build/linux/bin/profile/AssetBundlerBatch assetLists --assetListFile testList.assetlist \
    --seedListFile testFile.seed \
    --platform linux \
    --generateDebugFile

Example : Display asset list contents for a platform

Display the contents of the testList_pc.assetlist file:

build\windows\bin\profile\AssetBundlerBatch.exe assetLists --assetListFile testList.assetlist --platform pc --print

build/linux/bin/profile/AssetBundlerBatch assetLists --assetListFile testList.assetlist --platform linux --print

Example : Regenerate asset lists from a seed list

Regenerate all asset lists from the testFile.seed seed list, overwriting the testList_pc.assetlist file if it exists:

build\windows\bin\profile\AssetBundlerBatch.exe assetLists --assetListFile testList.assetlist --seedListFile testFile.seed --allowOverwrites

build/linux/bin/profile/AssetBundlerBatch assetLists --assetListFile testList.assetlist --seedListFile testFile.seed --allowOverwrites

Comparison rules - comparisonRules

The comparisonRules command is used to generate comparison rules files. Comparison rules files are used as inputs for the compare subcommand. Comparison rules files are pre-built descriptions of which operations to perform and in what order. For more information on comparison rules, see Open 3D Engine Asset List Comparison Operations.

Options

--comparisonRulesFile

The comparison rules file to generate.

  • Type: Single-value argument
  • Required: Yes

--comparisonType

The comparison types to apply, in the given order. Valid values are:

  • 0 or delta: Delta comparison
  • 1 or union: Union
  • 2 or intersection: Intersection
  • 3 or complement: Complement
  • 4 or filePattern: FilePattern
  • 5 or intersectionCount: IntersectionCount

For more information about how each of these rules operates on input files, see Open 3D Engine Asset List Comparison Operations.

The intersectionCount comparison type can’t be combined with any other comparison type as part of a rule list.

  • Type: Multi-value argument
  • Required: Yes

--filePatternType

The type of file pattern matching to use on the provided file patterns. Valid values are:

  • 0: Perform wildcard matching - the * character will match any number of characters
  • 1: Perform regular expression matching
  • Type: Multi-value argument. The number of parameters for the --filePatternType argument must match the number of FilePattern arguments to the --comparisonType argument.
  • Required: No

--filePattern

The file patterns to use for building the list of files that will be compared by the corresponding --comparisonType. The patterns are interpreted according to the corresponding --filePatternType parameter.

  • Type: Multi-value argument. The number of parameters for the --filePattern argument must match the number of FilePattern arguments to the --comparisonType argument.
  • Required: No

--allowOverwrites

Allow overwriting of existing comparison rules files. By default, existing files will not be overwritten.

  • Type: Flag
  • Required: No

Examples

Example : Generate a delta and filter for XML files

Generate a comparison rules file which produces a delta comparison, and then filters the results to include only XML files:

build\windows\bin\profile\AssetBundlerBatch.exe comparisonRules --comparisonRulesFile deltaFilterXML.rules ^
     --comparisonType delta,filePattern ^
     --filePatternType 0 ^
     --filePattern "*xml"

build/linux/bin/profile/AssetBundlerBatch comparisonRules --comparisonRulesFile deltaFilterXML.rules \
     --comparisonType delta,filePattern \
     --filePatternType 0 \
     --filePattern "*xml"

Comparisons - compare

The compare command is used to take pairs of asset lists as input, perform a comparison operation, and write the result of the comparison as a new asset list. See Open 3D Engine Asset List Comparison Operations for details on comparison operations.

Options

--comparisonRulesFile

The comparison rules file to load rules from. Comparisons from the rules file will be performed before any other comparisons given as arguments, and are evaluated in the order that the rules file was created with.

  • Type: Single-value argument
  • Required: No

--comparisonType

The comparison types to apply to the input files. The first --comparisonType parameter is applied to the first arguments of --firstAssetListFile and --secondAssetListFile, the second comparison is applied to the second parameters of those arguments, and so on.

Valid values are:

  • 0 or delta: Delta comparison
  • 1 or union: Union
  • 2 or intersection: Intersection
  • 3 or complement: Complement
  • 4 or filePattern: FilePattern
  • 5 or intersectionCount: IntersectionCount

For more information about how each of these rules operate on input files, see Open 3D Engine Asset List Comparison Operations.

The intersectionCount comparison type can’t be combined with any other comparison type.

  • Type: Multi-value argument
  • Required: Yes

--filePatternType

The type of file pattern matching to use on the provided file patterns. Valid values for this argument are:

  • 0: Perform wildcard matching - the * character will match any number of characters
  • 1: Perform regular expression matching
  • Type: Multi-value argument. The number of parameters for the --filePatternType argument must match the number of FilePattern comparison arguments to the --comparisonType argument.
  • Required: No

--filePattern

The file patterns to use for matching asset file paths from inputs. The patterns are interpreted according to the corresponding --filePatternType parameter. The first pattern is used with the first occurrence of the FilePattern comparison type, the second with the second occurrence, and so on.

  • Type: Multi-value argument. The number of parameters for the --filePattern argument must match the number of FilePattern comparison arguments to the --comparisonType argument.
  • Required: No

--firstAssetListFile

The files to use as the first set of inputs for comparison.

  • Type: Multi-value argument. The number of parameters for the --firstAssetListFile argument must match the number of arguments to the --comparisonType argument.
  • Required: No

--secondAssetListFile

The files to use as the second set of inputs for comparisons that require a second input file. This argument isn’t used for the FilePattern or IntersectionCount comparison types.

  • Type: Multi-value argument. The number of parameters for the --secondAssetListFile argument must match the number of non-FilePattern arguments to the --comparisonType argument.
  • Required: No

--output

The output files for the result of each performed comparison. Output files can be a file, or a variable passed from another comparison. Variables start with the $ character. For more about variables, see Open 3D Engine Asset List Comparison Operations.

  • Type: Multi-value argument. The number of parameters for the --output argument must match the number of parameters to the --comparisonType argument.
  • Required: No

--print

This argument behaves differently depending on whether it’s given as a flag or has a parameter list.

  • Flag (no arguments): Prints the final comparison result to the console.
  • With arguments: Prints the contents of each argument to the console after comparisons complete. Arguments can either be files or variables.
  • Type: Multi-value argument or flag
  • Required: No

--allowOverwrites

Allow overwriting of existing output files. By default, existing files will not be overwritten.

  • Type: Flag
  • Required: No

Examples

Example : Compare to generate a delta

Generate a new asset list deltaAssetList.assetlist by taking the files that appear in either firstAssetList_pc.assetlist or secondAssetList_pc.assetlist, but not both:

build\windows\bin\profile\AssetBundlerBatch.exe compare --comparisonType delta ^
     --firstAssetFile firstAssetList_pc.assetlist ^
     --secondAssetFile secondAssetList_pc.assetlist ^
     --output deltaAssetList.assetlist

build/linux/bin/profile/AssetBundlerBatch compare --comparisonType delta \
     --firstAssetFile firstAssetList_pc.assetlist \
     --secondAssetFile secondAssetList_pc.assetlist \
     --output deltaAssetList.assetlist

Example : Compare based on file path matching

Generate a new asset list filePatternAssetList.assetlist that contains only XML files from the assetList_pc.assetlist file:

build\windows\bin\profile\AssetBundlerBatch.exe compare --comparisonType filePattern ^
    --filePatternType 0 ^
    --filePattern "*.xml" ^
    --firstAssetFile assetList_pc.assetlist ^
    --output filePatternAssetList.assetlist

build/linux/bin/profile/AssetBundlerBatch compare --comparisonType filePattern \
    --filePatternType 0 \
    --filePattern "*.xml" \
    --firstAssetFile assetList_pc.assetlist \
    --output filePatternAssetList.assetlist

Example : Count intersection across multiple asset lists

Use intersectionCount on engine_pc.assetlist, game_pc.assetlist, and patch_pc.assetlist to print out assets which appear 2 times or more between any of these asset lists:

build\windows\bin\profile\AssetBundlerBatch.exe compare --comparisonType intersectionCount ^
    --firstAssetFile engine_pc.assetlist,game_pc.assetlist,patch_pc.assetlist ^
    --print

build/linux/bin/profile/AssetBundlerBatch compare --comparisonType intersectionCount \
    --firstAssetFile engine_pc.assetlist,game_pc.assetlist,patch_pc.assetlist \
    --print

Bundle settings - bundleSettings

The bundleSettings command is used to manage bundle settings files, which are configuration files that let you store commonly used bundle configurations for easy reuse and automation.

Options

--bundleSettingsFile

The bundle settings file to be modified when running this command. If this file already exists, only those settings that are specified by the command invocation are changed.

  • Type: Single-value argument
  • Required: Yes

--assetListFile

Sets the asset list file to use in bundle generation.

  • Type: Single-value argument
  • Required: No

--outputBundlePath

Sets the location where the generated asset bundle is written to. Asset bundles use the .pak file extension.

  • Type: Single-value argument
  • Required: No

--bundleVersion

Sets the bundle format version to use in generation. The only allowed value is 1.

  • Type: Single-value argument
  • Required: No

--maxSize

Sets the maximum allowed size for individual bundles, in MB. If any generated bundle is larger than the maximum size, it will be split into smaller bundles and named accordingly.

  • Type: Single-value argument
  • Required: No

--platform

The platforms to update the bundle settings for. Defaults to the project’s enabled platforms, defined in AssetProcessorPlatformConfig.ini. Valid platform names can be found in the platform configuration file or as folder names under dev/Cache/ProjectName.

  • Type: Multi-value argument
  • Required: No

--print

Prints the contents of the bundle settings file to the console after modifying all values.

  • Type: Flag
  • Required: No

Examples

The following examples assume that these platforms are enabled for the project: pc

Example : Set default max bundle size and asset list for PC

Create a bundler settings file defaults_pc.bundlesettings for PC with the maximum bundle size set to 1024 MB and the allAssets_pc.assetlist asset list as its input:

build\windows\bin\profile\AssetBundlerBatch.exe bundleSettings --bundleSettingsFile defaults.bundlesettings ^
    --maxSize 1024 ^
    --assetListFile allAssets.assetlist ^
    --platforms pc

build/linux/bin/profile/AssetBundlerBatch bundleSettings --bundleSettingsFile defaults.bundlesettings \
    --maxSize 1024 \
    --assetListFile allAssets.assetlist \
    --platforms linux

Asset bundles - bundles

The bundles command is used to generate the final bundle (.pak) files that contain all of the assets from an asset list. Bundles can’t be modified once created, only regenerated.

Options

--bundleSettingsFile

The bundle settings file to be loaded. If arguments are provided that would override the settings file, the arguments override the settings file.

  • Type: Single-value argument
  • Required: No

--assetListFile

The asset list file to use in bundle generation.

  • Type: Single-value argument
  • Required: No

--outputBundlePath

The location where the generated asset bundle is written to. Asset bundles use the .pak file extension.

  • Type: Single-value argument
  • Required: No

--bundleVersion

The bundle format version to use in generation. The only allowed value is 1.

  • Type: Single-value argument
  • Required: No

--maxSize

The maximum allowed size for individual bundles, in MB. If any generated bundle is larger than the maximum size, it will be split into smaller bundles and named accordingly.

  • Type: Single-value argument
  • Required: No

--platform

The platforms to generate bundles for. Defaults to the project’s enabled platforms, defined in AssetProcessorPlatformConfig.ini. Valid platform names can be found in the platform configuration file or as folder names under dev/Cache/ProjectName.

  • Type: Multi-value argument
  • Required: No

--allowOverwrites

Allow overwriting of existing bundle files. By default, bundles are not overwritten.

  • Type: Flag
  • Required: No

Examples

In the following examples, assume that the current project has enabled the platforms pc, ios, and android.

Example : Create a bundle for PC using a settings file

Create a assets_pc.pak bundle for PC, using the defaults_pc.bundlesettings file:

build\windows\bin\profile\AssetBundlerBatch.exe bundles --outputBundlePath assets.pak --bundleSettingsFile defaults.bundlesettings --platform pc

build/linux/bin/profile/AssetBundlerBatch bundles --outputBundlePath assets.pak --bundleSettingsFile defaults.bundlesettings --platform linux

Example : Create bundles for all platforms

Create bundles for all of a project’s enabled platforms, using the allAssets_pc.assetlist, allAssets_ios.assetlist, and allAssets_android.assetlist files:

build\windows\bin\profile\AssetBundlerBatch.exe bundles --outputBundlePath assets.pak --maxSize 512 --assetListFile allAssets.assetlist

build/linux/bin/profile/AssetBundlerBatch bundles --outputBundlePath assets.pak --maxSize 512 --assetListFile allAssets.assetlist

Bundle from seed - bundleSeed

The bundleSeed command is used to generate bundles directly from seeds and their dependencies, without the use of an intermediate asset list. No other files besides the required seeds are used as input, and only bundle files are produced as output.

Options

--addSeed

The seeds to be used in bundle file generation. All asset dependencies of these seeds are included in the bundle as well. Argument parameters should be given as cache-relative paths to pre-processed assets.

  • Type: Multi-value argument
  • Required: Yes

--bundleSettingsFile

The bundle settings file to be loaded. If arguments are provided that would override the settings file, the arguments override the settings file.

  • Type: Single-value argument
  • Required: No

--outputBundlePath

The location where the generated asset bundle is written to. Asset bundles use the .pak file extension.

  • Type: Single-value argument
  • Required: No

--bundleVersion

The bundle format version to use in generation. The only allowed value is 1.

  • Type: Single-value argument
  • Required: No

--maxSize

The maximum allowed size for individual bundles, in MB. If any generated bundle is larger than the maximum size, it will be split into smaller bundles and named accordingly.

  • Type: Single-value argument
  • Required: No

--platform

The platforms to update the bundle settings for. Defaults to the project’s enabled platforms, defined in AssetProcessorPlatformConfig.ini. Valid platform names can be found in the platform configuration file or as folder names under dev/Cache/ProjectName.

  • Type: Multi-value argument
  • Required: No

--allowOverwrites

Allow overwriting of existing bundle files. By default, bundles are not overwritten.

  • Type: Flag
  • Required: No

Examples

Example : Regenerate bundle for a seed

Regenerate the bundle processed.pak for the example.cgf asset and all of its dependencies, with a maximum size of 512MB.

build\windows\bin\profile\AssetBundlerBatch.exe bundleSeed --addSeed example.cgf --outputBundlePath processed.pak --maxSize 512 --allowOverwrites

build/linux/bin/profile/AssetBundlerBatch bundleSeed --addSeed example.cgf --outputBundlePath processed.pak --maxSize 512 --allowOverwrites