Runtime Package Toolkit (RuntimePakToolkit) is an Unreal Engine 5.5+ plugin for creating and loading cooked runtime content packages.
It has two separate modules:
ContentMountRuntime: packaged-build runtime mounting, inspection, AssetRegistry scanning, asset/class loading, and optional HTTP download.ContentMountEditor: editor-side package builder for creating classic.pakfiles from already-cooked content.
- Mount and unmount cooked
.pakfiles at runtime. - Register and unregister logical Unreal mount points.
- Inspect pak files and list contained files.
- Load mounted
UObjectassets and Blueprint-generated classes. - Scan mounted content roots with AssetRegistry.
- Download pak files asynchronously with optional SHA1 verification.
- Build classic
.pakpackages from cooked files in a native editor window. - Generate manifests that the runtime module can read to mount editor-created packages safely.
- Warn honestly about IoStore limitations instead of faking
.utoc/.ucassupport.
- Install the plugin under your project
Plugins/directory. - Enable
Runtime Package Toolkitin Unreal Editor. - Cook your project for the target platform.
- Open
Tools > Runtime Package Toolkit > Content Package Builder. - Build a classic
.pakpackage from cooked assets or cooked folders. - At runtime, read the generated manifest with
LoadMountOptionsFromPackageManifest. - Mount the pak, scan the root, then load assets/classes by soft path.
- Runtime package loading is for cooked packaged builds.
- Assets must be cooked for the same target platform as the host build.
- Engine, project, plugin, class, serialization, signing, encryption, and container settings must match the host build.
- Editor runtime loading is intentionally blocked by default because editor asset loading does not prove packaged runtime compatibility.
- IoStore is a different container system. Direct IoStore container generation is not implemented by this plugin.