Hi !
I’m working in a packaging tool for a custom engine. I’d like to have some info on EPIC BuildPatchTool specifically how it reduces the size of client patch (when packaging assets using padding to preserve data offset alignment).
After some research, I found that most tools diplay the block size use for A/B patching to determine how many blocks of data are needed to be downloaded for the patch on the client : Steampipe compares data with 1MiB blocks, Xbox and Playstation build/upload tool for patching does the same on a different block size (more like several KiB)
So my question is : if I build on EPIC, do I need to redo a package version with a specific block size for data offset or can I use the Steam/Windows package ?