compile_mod_pak_direct
Compile UE5 mods into .pak files by invoking UnrealPak.exe directly, bypassing RunUAT when it is broken. Requires pre-cooked assets.
Instructions
Compile a UE5 mod into a .pak by invoking UnrealPak.exe directly with a response file, bypassing RunUAT entirely. Use when the Dev Kit's RunUAT BuildMod is broken (Funcom Conan Exiles Enhanced UE5 ships a ScriptModules manifest invalid-record bug — UAT deletes its own deps.json before BuildMod can run). Pre-condition: caller has already cooked the .uasset files (e.g. via execute_unreal_python on a running Editor, or a separate UnrealEditor-Cmd.exe -run=Cook pass). UnrealPak is a standalone UE binary and works regardless of UAT state — runs in seconds and produces a .pak that deploys directly to the server's Mods// folder. Complements compile_mod_pak (which uses RunUAT); use compile_mod_pak_direct when UAT is broken on your Dev Kit. SYNTHETIC bridge-side handler.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| unreal_pak_path | Yes | Absolute path to UnrealPak.exe (e.g. <DevKit>/Engine/Binaries/Win64/UnrealPak.exe) | |
| response_file | Yes | Absolute path to UnrealPak response file (.txt). Each line maps an absolute source path to a mount point inside the .pak, in the standard UnrealPak format: "<absolute_source>" "<mount_in_pak>" | |
| output_pak | Yes | Absolute path where the .pak should be written (created if parent dir missing; required so success can be verified) | |
| compression | No | Compression algorithm (passed as -compress<Algo> flag); 'None' omits the flag entirely (uncompressed pak) | Zlib |
| extra_args | No | Additional CLI args appended to UnrealPak.exe (e.g. -encryptionkey) | |
| timeout_sec | No | Max wait time in seconds; default 600 (10 min) — UnrealPak is typically much faster than RunUAT |