Can anyone tell me?
I’m not totally sure if Unreal does something special here, but my experience with iOS apps built in custom engines and in Unity are:
- You provide Apple with version 1 (i.e. your first release)
- When it’s time to patch, you make a complete new build (no special settings, just another production build which is likely to be at least the same size as your first release unless you’ve removed content / optimised)
- You upload that build to Apple
- Apple will analyse and internally create a delta change download
- Players will update by grabbing the delta change. If there is no delta change (for whatever reason), then they’ll just download the new build in it’s entirety.
- All data stored on the device / cloud for the game remains.
Basically, you don’t need to do anything special. Just make a new build and upload it.
What are you trying to do?
The instructions above are, as far as I know, the way to get a complete build to players.
If you are trying to create additional content which will be downloaded during app start / gameplay then that is a different matter and you might want to look at this: Mobile Patch Utility Nodes | Unreal Engine Documentation
Note: Apple will ONLY let you download assets, no code changes. If you have code changes, they must be built into the app delivered by Apple.
UE4 has patch and DLC mode. Is UE4 patch not suitable for IOS? Patch can only be used by apple?