Announcement

Collapse
No announcement yet.

Mobile (Android/Oculus) DLC (creation, packaging and playing) training stream and docs - when ?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    [LEARNING RESOURCES] Mobile (Android/Oculus) DLC (creation, packaging and playing) training stream and docs - when ?

    Is there any way we could have a training stream about creating, packaging and then playing DLC for mobile (Android/Oculus) platform ?

    I am sure people would like to learn how to set up main project/game so that it would be easier to add multiple DLCs after the release; how to package (into separate DLCs) additional content added to the project after the main game was completed and the game was released; how to have main game to accept DLC content (also where it needs to be placed in relation to already installed game on Android device or Oculus Go/Quest) after it was acquired by the user.

    Ideally Blueprint-only, but if C++ has to be used, it would be nice to accommodate UE4 developers who don't really code in C++ and are mostly Blueprints developers.

    Thanks beforehand

    P.S. I assume models/anims/levels/textures/etc. (assets) would be in DLC packages, but the additional gameplay functionality would have to be coded (Blueprints) into the main game. Please correct me if I am wrong.

    #2
    Hey there motorsep! We're actually working on organizing these materials as we speak. It's tough to state an exact timeline before we have them available, but this is currently one of our top requests for mobile docs and tutorials on multiple fronts. I've bookmarked this thread and will keep you posted.

    Comment


      #3
      Originally posted by MikhailPrinke View Post
      Hey there motorsep! We're actually working on organizing these materials as we speak. It's tough to state an exact timeline before we have them available, but this is currently one of our top requests for mobile docs and tutorials on multiple fronts. I've bookmarked this thread and will keep you posted.
      Much appreciated. Looking forward the official docs and tutorials!

      Comment


        #4
        Originally posted by MikhailPrinke View Post
        Hey there motorsep! We're actually working on organizing these materials as we speak. It's tough to state an exact timeline before we have them available, but this is currently one of our top requests for mobile docs and tutorials on multiple fronts. I've bookmarked this thread and will keep you posted.
        Finnaly ! Im really glad to see this coming , do you planning to talk about the upcoming Android App Bundle support aswell ? Im really interested by these features who could help us to reduce gamesize and the ability that give us to manage the game by splitting it in little pieces . Im just worried to know if it will be fully supported by the engine or it's will just simply package the game in this format without any way to manage the packaging ( would be a huge deception ) and would love to see the stream/docs talking and showing how deep we can go with the new format ( managing extra level or translation etc ) when it will be added .
        Last edited by FAKlR; 02-26-2020, 10:43 PM.

        Comment


          #5
          Originally posted by FAKlR View Post

          Finnaly ! Im really glad to see this coming , do you planning to talk about the upcoming Android App Bundle support aswell ? Im really interested by these features who could help us to reduce gamesize and the ability that give us to manage the game by splitting it in little pieces .
          Android App Bundle documentation is coming alongside the release of 4.25. You should be able to check it out under 4.25 Preview 1. However, I will caution that they aren't really used for splitting up your game assets. Rather, they're an alternative to APK/OBB builds that's proprietary to the Google Play Store, used for condensing the upload process for your projects. Where you previously would have needed to make separate APKs for different sets of devices based on texture formatting or other considerations, you upload one AAB file and Google Play uses it to create a final APK customized for the end-user's device. It's convenient, and the final APK that's distributed to the end-user has a limit of 150 MB instead of 100 -- but an app bundle is not to be confused with an asset bundle.

          You're looking for information about chunking, pak files, asset management, and patching, I think, which is one of the other topics I'm currently working on revising documentation for. Basically, you can download sets of .pak files and have a device mount them to make their assets accessible. We've got robust tools for packaging assets this way that are fairly intuitive to use (see our section on the Asset Manager and Primary Asset Labels), but the process of patching itself is definitely a bit hazy -- mostly because different platforms each have their own ways of delivering these kinds of files. Nevertheless, I've invested a lot of time in researching this process for mobile, and you can look forward to some new/revised documentation for it soon.

          Comment

          Working...
          X