I am referring to the Getting Started: Android Development guide.
I’d like to see more documentation around some key things.
- AndroidManifest.xml
In my case I need to be able to alter the AndroidManfest.xml to add an intent filter to show in the OUYA play section.
I’m able to build and run Unreal Engine 4.5.1 on the OUYA with File->Package Project->Android->Android (DXT).
I’d like to add a category to the activity’s intent-filter list like this.
Maybe there’s a way to add a configuration? Otherwise the alternative is to unpack the build with apktool to edit the manifest. That workaround is not ideal, it would be great to build it correctly the first time.
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APK size building a scene with a camera, light, and cube comes out to be 54MB. Any documentation on how to turn on build stripping to get the size down would be ideal.
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JNI - I’m looking for documentation on how to include the ouya-sdk.jar into the Unreal build. In addition to that an Android sample that uses JNI (finding Java classes in C++ and hooking the JNI_Onload routines) would be super helpful.
Here’s an example of what that looks like:
“JNI_OnLoad” is the entry point when a native library is loaded. You have a single opportunity to cache your Java classes so they can be invoked from C++.
From JNI_Onload that gives me access to add in-app-purchasing access for the OUYA. I use that to get product details, make purchases, check receipts, etc.
After installing TADP (referenced here https://docs.unrealengine.com/latest/INT/Platforms/Android/Reference/index.html) Visual Studio has templates for the setup I’m looking for.
In Visual Studio 2013:
File->New Project->Templates->Android->Android Hello World Demo - A project for creating an Android application that uses Java and native code to print “Hello World”.
I’m looking for documentation around using Java and native code in the Unreal project.
- I’d like to see some documentation about including assets and resources.
My IAP sample app needs to include a signing key asset in the assets folder.
And then in the res/drawable folder I need to be able to place a custom icon 96x96.
And in res/drawable-xhdpi I need to be able to place a larger store icon 732x412.
Again apktool can decode the APK, add these files, and repackage. But looking for docs to customize these during the initial build process.
- If the Android manifest could be modified, the application could start with an alternative activity, load Java and native libraries, and then load the Unreal GameActivity.java.
Package=com.epicgames.VirtualController cmp=com.epicgames.VirtualController/com.epicgames.ue4.GameActivity
- Part of editing the AndroidManifest.xml more info on setting the package identifier would be useful. The package name seems to default to “com.epicgames.ProjectName”.
Thanks,
~Tim Graupmann