I want to make slightly different builds for different regions(e.g. china, eu). Basically I want to decide which assets are going to be used in the game during building/cooking/packaging stage. It’s similar to C++ conditional compilation, but regarding to UE assets. When a user changes game language on runtime, region-specific assets should remain the same. And also assets from other regions should not be presented in shipped package.
Does anyone have any idea how this can be achieved?
I’m sorry for the very lazy answer from my end, but there is a setting to exclude assets and folders in a build. These settings should be saved in .ini files usually in projectname/config. You can probably setup a system or a way to change the folders, alternatively add some functionality to swap.
There might be a better already implemented solution, but that is one solution that I thought of just now.
Oh… are you aware that there is a Project Launcher, it’s used for advanced packaging.
Thanks. You gave me an idea. Maybe, what I want can be achieved by generating CoreRedirects that redirect each “global” asset to the corresponding “region-specific” asset. Looks a little bit hacky, but may work