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.