![]() Using the Event Driven Loader (EDL) and the Asynchronous Loading Thread (ALT) For information on how to package your project, see the Packaging and Cooking Games section. Here are some recommended practices to decrease the loading time in your games. The Unreal Engine provides several methods to optimize your project's loading time during the packaging process. Short loading times are essential for open-world games but are valuable in every type of game. You can run your game directly from your local developer workspace for fast iteration. Note that this feature will update the content in your project's local developer workspace, and it will not copy out any assets to the staging directory. This specifies whether to include installers for prerequisites of packaged games, such as redistributable operating system components. This is the version name for HTTP chunk install data. This is the directory where data will be installed once it is built. This allows this data to be hosted on a webserver to be installed at runtime. Whether to generate data for HTTP chunk installer. pak file chunks that can be used for streaming installs. If your project uses a lot of asset files, then using a Pak file may make it easier to distribute as it reduces the amount of files you need to transfer. pak file instead of copying out all the individual files. If enabled, all assets will be put into a single. Whether to package your project's assets as individual files or a single package. For shipping builds you should always do a full rebuild to make sure nothing is missing or outdated. If disabled, only the modified code will be compiled. Whether all of your code should be compiled. ![]() This will be updated automatically when you pick a different directory in the target directory selection. The directory that will contain your packaged build. Note that Blueprint-only projects will not have the option to create a DebugGame build. or Edit > Project Settings > Packaging in the main menu will present you with some advanced configuration options for the packaging feature. Directions for how to generate the key and fill out the file are found in the file itself.Ĭlicking File > Package Project > Packaging Settings. However, you can copy this file to your project's Build/Android/ directory (without the Java/ subdirectory), and it will be used for just that project. If you edit this file, it will apply to all your projects. This file exists in the installed Engine directory ( Engine/Build/Android/Java/). apk file, and give some information to our build tools with a file called SigningConfig.xml. On Android, you will need to create a key to sign the. ![]() Install the Distribution Certificate the same way as your Development certificate, and name your distribution provision with a "Distro_" prefix, next to your other one (so you would have both `Distro_MyProject.mobileprovision` and `MyProject.mobileprovision`). On iOS, you will need to create a Distribution Certificate and MobileProvision on Apple's developer website. To do this, go to the Packaging Settings option in the Packaging menu, and check the Distribution check box. ![]() To submit an iOS or Android game to the App Store or Google Play Store, you need to create your package in Distribution mode. If these windows are not visible, they can be accessed by the Window > Developer Tools > Output Log / Message Log options. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |