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Inside Unreal: ChunkDownloader Explained

WHAT
Michael Prinke is back on Inside Unreal to talk to us about the ChunkDownloader! We’ll walk you through how to do a basic setup of ChunkDownloader, and why you’d use it. We’ll be covering how to break up assets into Pak files, how to integrate ChunkDownloader into your GameInstance, and how to test out the system on your local machine.

WHEN
Thursday, February 18 @ 2:00PM ET - Countdown

WHERE
Twitch

WHO
Michael Prinke - Technical Writer - @Mike_Prinke](https://twitter.com/Mike_Prinke)
Victor Brodin - Community Manager - @victor1erp](http://twitter.com/victor1erp)

RESOURCES
ChunkDownloader Documentation
Project Files (requires Forum log-in)

ARCHIVE
https://youtube.com/watch?v=h3A8qVb2VFk

man i cant wait to download some chunks!

this is chunkmazing!

I was having some problem with versioning to git, because a Level was exceeding the maximum file size. Will this session give me an alternate way to break it up into smaller chunks and be able to upload it? That would be amazing!

Not for your project files, but for your packaged game files.

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Hi,

Please touch on the scenario in which chunks are hosted on the cloud where a user needs to be authenticated prior.
For example in Playfab, the user might need to first authenticate with Playfab and request for a user-specific signed URL to download that chunk which could be valid for only 1 day.

Use cases could be paid DLCs which are gated behind proofs of purchase.

Thank you

Where can I find the example project use in the stream and when the documentation page is going to be update? Thanks !

Project files can now be downloaded here (requires you to be logged in to the Forums): https://forums.unrealengine.com/unreal-engine/announcements-and-releases/asset-sharing/1864264

Thanks for the support!

Hi I was working on this fantastic tutorial. I was able to get basics working but I am running into few issues.

  1. In the demo after the package all chunks are going to packaged folder. @Michael is deleting those chunks in demo video before running chuck downloader. In the mobile package, all chunks are going to apk or ipa file which I am unable to delete. How to tell the engine not to include downloadable chunks in the package so paks can be shipped from the server? For example: chuck0 to keep is package but chunk1001 and chunk1002 from server.
  2. For updating chunks or already download content, do I need to increment or update the build-id to make it a chunk downloader to detect new changes and redownload and mount new chunks or something more than that?

hi there, and thank you for ur awesome plugin and demonstration of how to using it
i create the batch script for generating BuildManifest, with this batch script u can easily and automatically create build manifest based on ur chunk files
u just need to put .bat file inside ur pack folder and open it
i hope this can help u guys

hi there,
i hope this help u
for android mobile packaging, u should not package the game inside apk, u can use generate chunks, and it will package ur game based on chunks into .obb files
then u can deside witch chunk file u want to give it to end user
and if u want to ship it into google play, u should use google pad plugin