How do I create an Android plugin for UE4?

I have looked at the source code as recommended in the following post

but I am still confused about:

where to place my .jar files in my UE4 projects (or should they be placed in the Engine folder itself?)

how to load/unload the .jar file in c++

How to initialize an Android activity from c++ and call java functions from c++

I will keep searching the source code for these but if someone has already created these type of plugins it would be really helpful if they can give some pointers of what functions I should concentrate on

or if there is any documentation I should be looking at

thanks

Take a look at the OUYA Plugin where I’ve found the optimal way to make an Android plugin while keeping the build times fast.

Take a look at this commit to see where I placed everything.

https://github.com/tgraupmann/UnrealEngine/commit/34e5b87a24beacc637bb0ddcd31740d6ae63aaef

Hi Pal,

Originally I had built support directly into the engine source. Now I’m trying to separate it out into a UE4 plugin. I’m using the same forum thread you reference as I discover whatever is required to make this work.

Thanks for starting this thread,

~Tim Graupmann