Android Manifest Configurator lets you configure AndroidManifest in an Unreal Engine 4 project using GUI in Project Settings. You can package separate versions for different configurations (smaller APK) and Google Play will automatically choose which one should be installed on a particular device. Plugin implements filters for texture compression, device screen & input, hardware type, device sensors, and more. More info about Filters on Google Play you can find on official Android docs.
★ Filters for Google Play Store
★ Filters for textures compression
★ Filters for device screen & input
★ Filters for hardware type
★ Filters for device sensors
★ Out of the box for Android platform
★ Current version: 1.11.0
★ Required Unreal Engine 4.12 or above.
Ah yeah, the any density will cover all densities but the mdpi hdpi xhdpi and so on do not. For xxhdpi and higher I believe you must specify an approximate density to support if you aren’t using any density.
Can I change android.intent.category.LAUNCHER to android.intent.category.INFO and GLES version to 2 in <uses-feature android:glEsVersion="???" android:required=“true” /> (what would be the ??? for GLES 2.0 ?)
And also add <meta-data android:name=“com.samsung.android.vr.application.mode” android:value=“vr_only”/> to the manifest ?
That’s the requirement for release builds for Oculus Store. Also I figured out how to build release for Oculus, so there is no need to mess with manifest manually (for now at least). It seems that UE4 does it all automatically.
Thank you! This is really easy
Go to Project Settings -> Plugins -> Android Manifest Configurator and change properties as you want. That’s all More info about Filters on Google Play you can find on official Android docs: Filters on Google Play | Android Developers