This is aligned with my interests. Can you elaborate on that? I have a few problems with your statements.
Since Unreal 4.22 you can load cooked asset(.uasset .uexp) in the engine itself.
Uasset is jus ta binary container, it does not represent a specific data, it can represent any kind of data - serialized mesh, texture, map, data table, string table, audio, bleprints, etc. Each has unique structure so when you say
So this DeCooker will turn a cooked asset into uncooked asset.
I'm having a bit of a hard time to understand this. I worked on datatable/stringtable and some custom format deserialization to json and I know how unique to asset and how unstable structure from version to version, just TextProperty can have up to 20 variations in binary serialized form.
Which assets it can "uncook"? How is "uncooking happens"? How can I make it compatible with 4.26.2?
Also, regarding
But that requiere that you use the same engine version as the file was cook with.
That will allow you to export the asset in any other vanilla engine version.
This is actually not correct. You cant load into any vanilla (redist. via Epic launcher), you need to rebuild the Editor with an extra flag that enables this abiltiy and then tick the tickbox in the settings. yes, typical dumb UE4 way of doing things.