I’ve sent an e-mail, but we can keep the discussion here for future reference to others, if you are okay with it.
I am not sure how to change this - from what I could gather of your plugin, this path is set in the file “ARTolkitDevice.cpp” and the problem seems to be at line 114, where “AbsoluteContentPath” is set
//ANDROID
#if defined __ANDROID__
FString AbsoluteContentPath = GFilePathBase + TEXT("/UE4Game/") + FApp::GetProjectName() + TEXT("/") + FString::Printf(TEXT("%s/Content/"), FApp::GetProjectName());
DataPath = AbsoluteContentPath + FString("ARToolkit/");
#endif
From the looks of it, you are getting the project name twice - is this the problem then?
=-=-=-=-=-=-=-=EDIT=-=-=-=-=-=-=-=
Upon further inspection, this path seems to be correct. When installed directly from Unreal (through the options), a “Unreal4AR” folder is created within the UE4Game folder (located in the root of my device) and all that path (including the Unreal4AR/Unreal4AR) is perfectly correct.
But when installing through the .bat OR PlayStore, such folder is not there. That’s why, when I install it through the Editor and later through any other means, the app works - because the folder is already there.
My guess then is that either I am setting things up incorrectly in the packaging process (most probable), or the plugin is missing something somehow.
But still, I followed every step, deactivated all checkbox that should (as far as I understood) be deactivated… so I am truly at a loss