Mobile iteration and project launcher potential improvements

I’ve been working on improving the time it takes to deploy an Android build through Project Launcher.

First, when using Zen Streaming, it seems like you have to one of the following options active to pass the `Validate` function in `FLauncherProfile`:

  • Cook Content
    • This is unnecessary if we have already cooked and have made no content changes
    • It’s never a no-op since we need to allowlist classes that can be incrementally cooked
  • Import Best Match Zen Snapshot
    • Seems to rely on CloudDDC to pull the snapshot
    • Still likely slower than pulling the cook output from local Zen Store

Do you normally just use Zen snapshots on Fortnite? Are you concerned about skipping the local cook process entirely?

Second, I was wondering about how you’re thinking of launcher profiles:

They seem to always save in `Engine/Programs/UnrealFrontend/Profiles` which makes sense for project-agnostic profiles but it feels to me like profiles will always have to be tailored to the project.

I’m also a bit confused by the lack of distinction between shared profiles and user profiles. The saving flow is unclear and we don’t have a good way to promote a local profile to be shared. It requires the user to add the file manually via p4 for this.

I have a couple potential engine mods to relax cooking requirements but I want to understand Epic’s perspective before making a formal PR.

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Hi Jouan,

For our internal projects, we do indeed skip cooking altogether. Though Zen Snapshots should be a viable path towards this, we download staged builds from Horde which get packaged and deployed locally.

I’ll get back to you soon about the Project Launcher profiles questions as the developer who owns it is current OOO.

Best regards

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