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What's the recommended way to get .obb files?

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  • started a topic What's the recommended way to get .obb files?

    What's the recommended way to get .obb files?

    Is there a standard plug-in or code snippet for getting and downloading the obb files before even starting the game?
    I'm using blueprints -- I'm OK with C++ but generally don't want to set up build-from-source for Unreal Engine, so if there's some plugin, that'd be great.

    Also, comment from the peanut gallery: I'd think that this would be one of the first things the Android deploy shell would take care of for me automatically, but apparently that's not happening until 4.8.

  • replied
    Ooh, shiny!

    Leave a comment:


  • replied
    What can I say? Thanks again

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  • replied
    And since you seem to bring all the good news in this thread maybe you do know the answer to this question as well?
    https://answers.unrealengine.com/que...ing-issue.html
    This is a known bug in the store itself with alpha and beta uploads. It will show the correct version when published.

    Leave a comment:


  • replied
    The OBB downloading code was checked into the master branch this morning:

    https://github.com/EpicGames/UnrealE...85cb3ed9fbbea5

    Testing is still ongoing.

    Leave a comment:


  • replied
    Originally posted by Chris Babcock View Post
    There does appear to be one easy way to change the displayed app name. Create a Build\Android\res\values folder in your project's folder and create a strings.xml file there containing this:

    Code:
    <?xml version="1.0" encoding="utf-8"?>
    <resources>
        <string name="app_name">MyAppName</string>
    </resources>
    replacing MyAppName with the name you want to use. It appears it doesn't get written over on packaging so this will be used instead of the project name.
    Chris, thank you for this one. It works and it looks so much better now, like a proper app name.
    And since you seem to bring all the good news in this thread maybe you do know the answer to this question as well?
    https://answers.unrealengine.com/que...ing-issue.html

    Leave a comment:


  • replied
    Oh, that's nice! I wish the engine just created this for me when I set a dispay name, though.

    Hmm... maybe this is what github is for? :-)

    Leave a comment:


  • replied
    There does appear to be one easy way to change the displayed app name. Create a Build\Android\res\values folder in your project's folder and create a strings.xml file there containing this:

    Code:
    <?xml version="1.0" encoding="utf-8"?>
    <resources>
        <string name="app_name">MyAppName</string>
    </resources>
    replacing MyAppName with the name you want to use. It appears it doesn't get written over on packaging so this will be used instead of the project name.

    Leave a comment:


  • replied
    Originally posted by Chris Babcock View Post
    rimau: The package name may be changed freely in 4.7.5 in the Project Settings->Android section. [PROJECT] is replaced with the project name, but you may replace this with anything valid now and it will not cause a conflict any more. The project name is used internally in a number of places; I'll have to investigate what may be done.
    Thank you for the info Chris. So all we would need now, besides many other things , is to find out how to change the app name as it is shown by the system, both under the icon and in the app manager.

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  • replied
    jwatte: I'm checking on the status of the OBB download code for you.

    rimau: The package name may be changed freely in 4.7.5 in the Project Settings->Android section. [PROJECT] is replaced with the project name, but you may replace this with anything valid now and it will not cause a conflict any more. The project name is used internally in a number of places; I'll have to investigate what may be done.

    Leave a comment:


  • replied
    Originally posted by Chris Babcock View Post
    This is exactly what we are doing for 4.8, along with a splash screen behind the UI.
    Since we are talking about the 4.8. will there be a proper way to set the package and application names that are not the same and not reflecting the project's folder name?

    It is a really important thing once your app gets ready for publishing. If you did not plan to include it for 4.8 please do, it really does matter how your icon is signed on the players device. And all the Google Play rules and limitations that apply once you publish your .apk even for alpha testing only, make all this naming problems a major issue at the moment.

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  • replied
    Any chance you could check in early code that can be back-ported to 4.7.5 locally? If I want to ship before May, waiting for 4.8 isn't going to cut it :-)

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  • replied
    This is exactly what we are doing for 4.8, along with a splash screen behind the UI.

    Leave a comment:


  • replied
    I've looked at this, and it seems the "easiest" solution is to update the Java wrapper project. In the main launch activity, first check for the epansion file. If it's not there, rather than setting up the native code, pop an alert asking the user whether they want to download now or cancel. When they say "download," call into the downloader library (available in the ADK) to kick off the download and show a progress bar.
    It's a bit of surgery on the Java code, but looks like it can be done. You'd need to check out the code from GitHub to work on this, though.

    Leave a comment:


  • replied
    Hi MaxFights,

    The explanation by rimau above is pretty much the extent of it for right now. The good news is 4.8 (for which I don't have a date, however) is definitely on its way.

    Leave a comment:

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