I’m working on a project that downloads MP4 clips at runtime, uses them in a 3D render, then deletes the file when it’s done. In an unpackaged project, I have these files downloading into the \Content\Movies folder, and that’s working great. I’m hitting a bit of an issue with a packaged build, though (Development mode), and I’m hoping that you or someone on your team can advise on the best practice… where should content be downloaded at runtime in a packaged build so that it can be recognized by the Unreal project (I’m converting MP4 -> JPEG, then populating an Image Media Source)? Should I use the `AppData\Local` folder? A Saved folder? I’ve been scouring forums, but haven’t found a good recommendation for runtime downloads in a Development packaged build specifically. Here’s the current logic I’m using to determine the download location:
`#Note: in the code snipping below, “SourceID” is an identifier for the video – e.g, \Content\Movies\VideoSource1.
#if WITH_EDITOR
// Define the directory path to save the video
DirectoryPath = FPaths::ProjectContentDir() / “Movies” / SourceID;
#else
// Packaged project - use AppData\Local folder
FString AppDataPath = FPlatformProcess::ApplicationSettingsDir(); // Gets the AppData\Local path
FString ProjectName = FApp::GetProjectName(); // Dynamically retrieves the project name
DirectoryPath = FPaths::Combine(AppDataPath, ProjectName, TEXT(“Saved”), SourceID);
#endif`