I’m making the patch system with “UnrealEngine 4.9.0”.
I modified openfile code for each “Platform file” that read each asset file not from “pak” file.
It worked well on “Windows” and “Android” but “IOS” not.
Last “log file” was “FAsyncPackage::CreateLinker()” when crashed the app.
Is there any considerations for IOS file system?
For example that limit file size of a map or files count opened at the same time.