Quick answer: Unreal Asset Manager LoadPrimaryAsset returning empty on cooked mobile builds? PrimaryAssetTypesToScan must be set in DefaultGame.ini, not just runtime - check the .ini.

Item DB loads via AssetManager. PIE works. Cooked Android build: no primary assets found.

Configure in DefaultGame.ini

[/Script/Engine.AssetManagerSettings]
+PrimaryAssetTypesToScan=(...)

Runtime config doesn't persist to cooked builds. The ini is the source of truth.

Verify the cook log

Cook log shows Discovered primary assets: N. If N is 0, the scan config didn't apply.

Mobile-specific path

Mobile cooks may strip non-cooked assets aggressively. Verify the assets are marked NeverCook = false.

“Asset Manager configuration lives in ini files. Runtime overrides don't survive cooking.”

Lock down ini-based config behind a CI smoke test. Cooked-build assertions catch configuration bugs before they ship.