Primary Asset Labels
Primary Asset Label is a minimal override of the
UPrimaryDataAsset class that is set up to designate other assets for chunking and cooking. While they are not usually loaded during the game, they are used when cooking and chunking and can set up their own rules, lists, and priorities for other project assets. In the case of ShooterGame, labels were created to designate the assets that would be placed into the various Chunks.
In addition to explicitly specifying Assets, Labels can be set up to manage all Assets in a directory using the Label Assets In My Directory option. Alternatively, you can manage all Assets in an Editor Collection by setting the Asset Collection field.
This Primary Asset Label, named "HighriseLabel", explicitly manages the game's "Highrise" map asset, and indicates that it belongs in Chunk 2.
At this point, the asset for "Highrise" is associated with its own Primary Asset ID, "Map:/Game/Maps/Highrise", as well as the Primary Asset ID of "HighriseLabel", "PrimaryAssetLabel:HighriseLabel". Because the map has no Chunk ID of its own, the chunking process will use the Chunk ID found in "HighriseLabel", which is 2. In addition, all Secondary Assets in the map will be associated with Chunk 2. A similar setup will need to be made for the "Sanctuary" map and Chunk 1. Assets with no Chunk ID (or a negative Chunk ID) will go to Chunk 0, the default .pak file, which is also where this project's startup map, "ShooterEntry", will be stored. Secondary Assets that are referenced by multiple Primary Asset Labels will be associated with the highest-priority among those Labels. In the event that multiple Labels are tied for highest priority, the Asset will be associated with each Label.
The Reference Viewer shows the management relationship of the Primary Asset Label and the level map.
Double-clicking on "Map:/Game/Maps/Highrise" reveals that it is managed by "PrimaryAssetLabel:HighriseLabel".