The Use of Google PAD Plugin

Is there anyone, that successfully use Google PAD plugin to update his app with On-Demand Delivery Mode.
I have no problem with Install-Time Mode, but this way you can’t patch the app with seperate packs. I did everything from unreal docs, not sure only for the part about “Including Chunks in your App Bundle Build”. I created the chunks with no problem, but can someone explain better this two parts:

  • Replace [assetpackname] with the name of the asset pack that the chunks will be bundled into.
  • Finally, you need to add a build.gradle file in the asset pack folder containing the following code.
    With some example probably?
    Thanks in andvance.

This document is kind of rude. Where should I store build.gradle in ? Which folder exactly ?
And [assetpackname] should be like pakchunk1-Android_ASTC ? If my chunk file named pakchunk1-Android_ASTC ??? So then where should I store it ? under [assetpackname]/src/main/assets ?

I got error like this !

Making .aab with Gradle...
UATHelper: Packaging (Android (ASTC)): To honour the JVM settings for this build a new JVM will be forked. Please consider using the daemon:
UATHelper: Packaging (Android (ASTC)): Daemon will be stopped at the end of the build stopping after processing
UATHelper: Packaging (Android (ASTC)): Creating install-time assetpack for GooglePAD: assetpacks/install-time/obbassets
UATHelper: Packaging (Android (ASTC)): :assetpacks:install-time:obbassets
UATHelper: Packaging (Android (ASTC)): :assetpacks:fast-follow:pakchunk1-Android_ASTC
UATHelper: Packaging (Android (ASTC)): FAILURE: Build failed with an exception.
UATHelper: Packaging (Android (ASTC)): * Where:
UATHelper: Packaging (Android (ASTC)): Build file 'Z:\build.gradle' line: 1
UATHelper: Packaging (Android (ASTC)): * What went wrong:
UATHelper: Packaging (Android (ASTC)): A problem occurred evaluating root project 'app'.
UATHelper: Packaging (Android (ASTC)): > Plugin with id '' not found.
UATHelper: Packaging (Android (ASTC)): * Try:
UATHelper: Packaging (Android (ASTC)): Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.
UATHelper: Packaging (Android (ASTC)): * Get more help at
UATHelper: Packaging (Android (ASTC)): BUILD FAILED in 6s

If you want to use Install-time delivery mode you don’t need to make gradle file and moving any .pak files. And it works just fine for me.
With the other two methods I have the same questions as you. But these errors are strange, it’s like GooglePAD plugin is disabled!

I know. What I’m facing is my game is over 1.1G So I was consider to use fast-forward extra with install-time. So I was setting up following UE4 documentation. But still got error and no helpful google information… So…

Fortunately, my game is 400mb so far and I gave up trying with fast-forward or On-demand mode.
Documentation in this part is bad, I had no luck finding better explanation too.
Something off the topic, do you have any problems with saving under Android? I even wrote bug report(but no answer so far), that saving works only after restarting the game and with Write/Read permissions granted.

And I think it will be more interesting to find out how to patch the game. For example if you want to update only some balance changes that concern only Data Tables, it’s bad in general to update GBs of assets everytime.
Can’t see if this is possible with UE as it always build main.obb file and no option to build patch.obb file, and then to include in the AAB.

I think main issue is UE need to update engine. More like unity. they got extra field to setup aab. For these all discussion. It really is engine issue. User need to findout how and principle ? nah…

I found that [assetpackname] is unique name different from any other fast-follow and on-demand asset
pack name. So I used ‘assetpackname’ for test. Maybe any unique name will be ok.
Build/Android/gradle folder does not exist. So I made directory for myself.

My project directory is GameLiftTutorial.

I Made text file named ‘build.gradle’ for myself and it’s content is same as unreal document page.
You need not edit this file because it automatically found asset pack name and type.

apply plugin: ''

def fileparts = projectDir.absolutePath.replaceAll('\\\\', '/').tokenize('/')
def assetPackName = fileparts[fileparts.size()-1]
def assetPackType = fileparts[fileparts.size()-2]

assetPack {
    packName = assetPackName
    dynamicDelivery {
        deliveryType = assetPackType
        instantDeliveryType = assetPackType

I made directory for pak file for myself and copy pak file.

Packaging and upload works well without error.
But I don’t implement API, so app does not run.
I think asset pack name(‘assetpackname’ in my test) will be used when implementing API.