[FREE] Android Manifest Configurator


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.

Available for FREE on GitHub: https://github.com/gameDNAstudio/And…stConfigurator

Plugin is used in my mobile game CHASERS:



Starred :slight_smile:

Nice one! I’ll give it a try! Thanks

I was looking for this, thanks! :slight_smile: But are you sure that texture format descriptors are correct? We use this table:

<supports-gl-texture android:name=“GL_KHR_texture_compression_astc_ldr” />

<supports-gl-texture android:name=“GL_IMG_texture_compression_pvrtc” />

<supports-gl-texture android:name=“GL_NV_texture_compression_s3tc” /> <!-- dxt –>

<supports-gl-texture android:name=“GL_ATI_texture_compression_atitc” />

<supports-gl-texture android:name=“GL_COMPRESSED_RGBA8_ETC2_EAC” />

<supports-gl-texture android:name=“GL_OES_compressed_ETC1_RGB8_texture” />

I got most of these from AndroidOpenGLPrivate.h

I think it should includes multiple variants of textures, for example GL_ATI_texture_compression_atitc AND GL_AMD_compressed_ATC_texture.

You can see my changes in this commit: 1.0.1: Fixed texture compression formats · gameDNAstudio/AndroidManifestConfigurator@9d9c103 · GitHub

Changes are based on file which you mentioned: AndroidOpenGLPrivate.h

What do you think?

I’m curious how you specify screen resolutions in the manifest because certain dpis don’t work by just the shorthand (xhdpi, xxhdpi, so on).

I think for xx and higher you have to specify a close dpi rather than the shorthand… like so

&lt;screen android:screenSize="small" android:screenDensity="560" /&gt;
&lt;screen android:screenSize="small" android:screenDensity="640" /&gt;

It implements supports-screens node described here: <supports-screens>  |  Android Developers

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.

I am afraid of possible compatibility problems but I couldn’t get a complete answer from answerhub.

GL_NV_texture_compression_s3tc 284 devices(mentioned inside AndroidOpenGLPrivate.h)
GL_EXT_texture_compression_dxt1 508 devices

GL_ATI_texture_compression_atitc 97 devices(mentioned inside AndroidOpenGLPrivate.h)
GL_AMD_compressed_ATC_texture 2963 devices

I think your solution, which includes both is looking okay to me.

I think two formats make sense because UE4 ATC implementation works on GL_ATI_texture_compression_atitc AND GL_AMD_compressed_ATC_texture.

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 ?


**Android Manifest Configurator 1.1.0 for UE 4.13 released!

Get update for UE 4.13 from GitHub: https://github.com/gameDNAstudio/AndroidManifestConfigurator

  1. Why do you want to change from android.intent.category.LAUNCHER to android.intent.category.INFO? This is launcher activity.
  2. GLES version 2 has not already set?

<uses-feature android:glEsVersion="0x00020000" android:required="true" />

  1. vr_only mode I could add to the plugin.

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.

The GearVR_APL.xml already does this for Gear VR builds for distribution; you don’t need to do anything.

**Android Manifest Configurator 1.2.0 for UE 4.14 released!

Get update for UE 4.14 from GitHub: https://github.com/gameDNAstudio/AndroidManifestConfigurator

This looks nice! Can we get some sort of tutorial for it?

Thank you! :smiley: This is really easy :slight_smile:
Go to Project Settings -> Plugins -> Android Manifest Configurator and change properties as you want. That’s all :slight_smile: More info about Filters on Google Play you can find on official Android docs: Filters on Google Play  |  Android Developers

Android Manifest Configurator 1.3.0 Preview for UE 4.15 Preview 1!

I’ve just released plugin binaries for Unreal Engine 4.15 Preview 1.
You can download it from GitHub repository on releases tab.

If you find any bug, feel free to report it :slight_smile:

**Android Manifest Configurator 1.3.0 for UE 4.15 released!

Get update for UE 4.15 from GitHub: https://github.com/gameDNAstudio/AndroidManifestConfigurator