You can’t modify those files directly since they are modified each time you build your game. You need to use a combination of ubt and apl. In your game.build.cs you need to add apl file like this:
if (Target.Platform == UnrealTargetPlatform.Android)
{
PrivateDependencyModuleNames.AddRange(new string[] { "Launch" });
AdditionalPropertiesForReceipt.Add("AndroidPlugin", Path.Combine(ModuleDirectory, "YourName_APL.xml"));
}
create an file with that name and apl extension and make it look like this:
<?xml version="1.0" encoding="utf-8"?>
<root xmlns:android="http://schemas.android.com/apk/res/android"
package="com.YourCompany.YourPackage">
<init>
<log text="APLr init"/>
</init>
<gameActivityOnCreateAdditions>
<insert>
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
</insert>
</gameActivityOnCreateAdditions>
This way this code will be always inserted into GameActivity.java in OnCreate() method.