Hello everyone
I have been trying to implement [ChunkDownloader Plugin] but I faced some issues on update contents
Here is what happened
After setup everything up in the correct way as mentioned in the document and making a new update to the Manifest file on server nothing happened
what I mean CachedBuildManifest is not caching the new Manifest update and that happened with MICHAEL when he was on ChunkDownloader Explained | Inside Unreal, so he manages that issue by deleting Saved files every time making an update which makes the plugin useless, I can’t ask my clients to delete the Saved file to get my new update !!
So here is what you have to do to avoid this issue
ChunkDownloader depends on two things for making an update
1- ContentBuildId
2- Manifest .pak Version [inside Manifest file after pak size ]
these are the only two things you should care about
If you don’t update ContentBuildId inside “PatchingDemoGameInstance”
const FString ContentBuildId = "BuildID";
The plugin will never connect to the server because she cached the file ContentBuildId locally
So if you want to make an update you should change ContentBuildId to something on your server side and I think to manage that you may need an API connection to edit this Value from the server to the new ContentBuildId
For the manifest, for each update, you make be aware to change the .pak version unless you got an engine crash
so here an example :
add this to your header file for Gameinstance
UPROPERTY(EditAnywhere, BlueprintReadWrite);
FString CurrentContentBuildId = "NEW_Version";
and make on cpp file this change on Init Function
const FString ContentBuildId = CurrentContentBuildId;
there is another issue here if you need to call ContentBuildId from API server because Init() function is a constructor
you need to add a new function to handle what Init() function has and call it when you need to check for updates after calling the API’s
Hope this helps
and I may make a tutorial on youtube soon for this if people interested