I used the feature of “Blueprint Library for Mobile Downloading/Patching” in 4.14 for mobile patching but the patching function don’t work.
My step is :
1.Follow the Mobile Packaging Wizard,create two profile.
2.In the release profile,Select all maps(one empty map,used to download DLC,one is test scene map),and run it. Then install the game apk on mobile.
3.Modify some material in test scene map,and save it.
4.In the DLC profile,select test scene map,and run it.Copy the Httpchunks folder to server.
5.Run the game in mobile, the download, install, mount process all successed,but the scene is not changed. I set the DLC pakorder to 105,but nothing changed.
If my step is wrong,please tell me how to do mobile patching. I know the way to patch for windows platform,but not clear for mobile platform.
Thanks for help.
For instance, try Custom Event > Set: Install Directory > Request Contest exec and attach the second node from Set:Install directory into the install directory node.
The new Mobile Patch Utilities Blueprint library contains all of the functionality needed to allow a mobile game to download and install the game content and the patches from a cloud website instead of it being distributed as part of the initial download from the App Store. As long as it’s set up properly, it’ll have the functionality to determine whether or not your game has updated content available, initiate the download, track progress, handle any errors and also install the content paks that are downloaded successfully.
If the patch update was downloaded and installed successfully, perhaps the patch wasn’t correctly patched into the game. Did you double check this before uploading it to your cloud?
You can see in the turorial ,the release profile just select “EntryMap”,and the DLC profile select other maps. So the DLC content is totally different with the Release pak.
My question is :If I select other maps in the release profile and make the Release pak,after that,I modify some thing such as change a mesh’s material color, can I use the DLC profile to patch this changing? Because I test,it don’t successed.
Yes, the tutorial does show how to use this tool correctly. Are you saving the changes that are being made and making sure you’re including those new maps, etc?
Are you using the DLC through the blueprint you originally posted with?
My question is a little different from the tutorial.
As the tutorial does ,the Release Profile will generate a small pak maybe 50M,and the DLC Profile will generate a large pak(as Http Chunk) maybe 200M for downloading.
can install the small release pak,and auto download the large pak.
But, if I changed something, I have to use the DLC profile to generate another large pak, and the have to download 200M again.
So my question is how to generate a small pak just for patch the DLC pak instead of download a large pak again.
If you are creating the DLC for only the updated part of the project, then that is what should show up in your pak files. If you’re only modifying one map, which has already been included then it would make sense as to why that was included too.
Can you show me your Release and DLC Project Launcher set up? Upload the screenshots with your next reply.
Without your website attached, have you tried mounting the DLC pak locally to make sure that it has updated?
Are you positive that the DLC is actually installing on your device? The reason I ask is because I do not see your install directory blueprint set up.
The last part of the patching process is to mount the content you’ve packaged to a DLC patch. You’d use the Install Directory variable > Get Installed Content function > Mount function which would be attached to a custom event for Mount Content.
Just so you know, I did run through your patching and DLC set up, and I didn’t see any problem with how you’ve set it up. I just want to make sure that it’s actually saving and updating properly when you package your project, and that it’s actually installing on the device with the patch.
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