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Any way to edit the AndroidManifest.xml Manually?

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    Any way to edit the AndroidManifest.xml Manually?

    As the topic title says, is there any way I can edit the AndroidManifest.xml Manually?
    Do Not Argue Toxic Game
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    Fishy Blub Blub
    get it on Google Play

    #2
    I think you can make changes to the manifest by browsing [your project folder] -> [intermediate] -> [Android] -> [APK]

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      #3
      Originally posted by KillerSneak View Post
      As the topic title says, is there any way I can edit the AndroidManifest.xml Manually?
      Yes that is possible and pretty straigth forward, but you need to build UE4 from source. The AndroidManifest.xml is not created from a file template or something like that - you need to make changes in the AndroidManifest.xml generator code, that processes all your settings and builds your custom AndroidManifest.xml.

      In the file Engine/Surce/Programs/UnrealBuildTool/Android/UEDeployAndroid.cs find the GenerateManifest function. The beginning of the manifest generation there looks like this:

      Code:
      StringBuilder Text = new StringBuilder();
      Text.AppendLine("<?xml version=\"1.0\" encoding=\"utf-8\"?>");
      Text.AppendLine("<manifest xmlns:android=\"http://schemas.android.com/apk/res/android\"");
      Text.AppendLine(string.Format("          package=\"{0}\"", PackageName));
      if (ExtraManifestNodeTags != null)
          foreach (string Line in ExtraManifestNodeTags)
          {
              Text.AppendLine("          " + Line);
          }
      }
      Text.AppendLine(string.Format("          android:versionCode=\"{0}\"", StoreVersion));
      Text.AppendLine(string.Format("          android:versionName=\"{0}\">", VersionDisplayName));
      
      // ... and so on ...
      Now, scoll down and follow the AndroidManifest.xml generation line by line, until you find the right place for your change and code it in. You could even create your own .ini file entries to make your changes even more flexible. But that is another story. Take a look at the code in that file, it shows best what you want to know and need to do.

      Have fun!

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        #4
        Thanks MarcelBlanck Ill have too look into his then.
        Do Not Argue Toxic Game
        Balloony PoP get it on Google Play
        Fishy Blub Blub
        get it on Google Play

        Comment


          #5
          Hi KillerSneak,

          You can add to most of the sections of the AndroidManifest.xml by using the Android Project Settings. The tooltips will show how to do this either in the editbox or by creating text files in your project's Build/Android directory. The requirements (containing permissions and features) may be added to, or completely overridden if needed.

          If you really need to do a complete replacement of the manifest you'd need to to do as suggested above and make changes to GenerateManifest in UEDeployAndroid.cs.

          Comment


            #6
            Originally posted by Chris Babcock View Post
            Hi KillerSneak,

            You can add to most of the sections of the AndroidManifest.xml by using the Android Project Settings. The tooltips will show how to do this either in the editbox or by creating text files in your project's Build/Android directory. The requirements (containing permissions and features) may be added to, or completely overridden if needed.

            If you really need to do a complete replacement of the manifest you'd need to to do as suggested above and make changes to GenerateManifest in UEDeployAndroid.cs.
            The project manager is actually very limited and doesn't allow adding

            <uses-feature android:name="
            parts, this way the project manager doesn't allow you to optimize your project for tablet use, only way to circumvent this now is to use the ManifestRequirementsOverride.txt

            I haven't used/don't know C++ at all but it seems to me it's getting mandatory if you want to include social features into your project as nothing Facebook/Steam etc wise is exposed in blueprints at this moment.
            Do Not Argue Toxic Game
            Balloony PoP get it on Google Play
            Fishy Blub Blub
            get it on Google Play

            Comment


              #7
              Yes, ManifestRequirementsOverride.txt is the way to add uses-feature at the moment. We are planning to add the social features as plugins after the plugin system is updated to allow registering of files to stage and additions to make to the manifest when enabled.

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                #8
                Originally posted by Chris Babcock View Post
                Yes, ManifestRequirementsOverride.txt is the way to add uses-feature at the moment. We are planning to add the social features as plugins after the plugin system is updated to allow registering of files to stage and additions to make to the manifest when enabled.
                Thanks for the response I think for mobile game development this is a must and should be a feature that get's priority above all the GFX related engine features (imho)
                Do Not Argue Toxic Game
                Balloony PoP get it on Google Play
                Fishy Blub Blub
                get it on Google Play

                Comment


                  #9
                  This

                  https://answers.unrealengine.com/que...plication.html

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