@Ericho @Mariyan
It doesn’t work like that unfortunately. You would need to setup the chunk downloader for this and link it to a dedicated server.
What GooglePAD does is the following:
- Give you 1 GB initial download space for your app
- Give you an additional 512 MB fast follow download. What that means is that as soon as the user downloads your first batch, they also automatically download the FF batch right after.
- Give you 512 MB on demand. So if you have let’s say World 1, world 2 and world 3, you can set world 1 and all assets in the core chunk and set world 2 as a separate chunk and world 3 as another separate chunk. Those will always exist in the app on google play and the user will only use what they need. If they unlock world 2, then the on-demand is triggered and they download the content required.
All of this is packaged in your .aab file you submit. When you submit another .aab, afaik, it overwrites the previous and the user must download it all again.
They did mention in their blog post that google PAD uses a delta method to update but I haven’t seen it nor understand how it can be set so that in the future, you only download additional on-demand chunks instead of the whole application each time. If anyone could solve this and post a solution on how to do this, then it will solve a lot of issues for a lot of android developers in UE.
If what you want is to send live patches or live updates to the game, you cannot do so through google PAD. That is done through the chunk downloader.