IN THIS ARTICLE
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 includeseeds
andassetLists
.--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 ofFilePattern
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 ofFilePattern
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