Forum Discussion

🚨 This forum is archived and read-only. To submit a forum post, please visit our new Developer Forum. 🚨
motorsep's avatar
motorsep
Start Partner
7 years ago

[Oculus Go] Expansion OBB packs and DLCs in Blueprints ?

Has anyone tried implementing OBB expansions and DLCs in your Oculus Go UE4 projects using Blueprints (exposing API to Blueprints since there is no native BP support for OBB/DLC at this time)?

I am sure DLC purchases are tied to IAP, which is not exposed to Blueprints to this day, sadly. However, at this time I am wondering about having ability to update content using OBB files instead of updating/resubmitting entire game (which is anyway limited to 1Gb APK file size).

How do I go about it ? Thanks beforehand

2 Replies

Replies have been turned off for this discussion
  • Anonymous's avatar
    Anonymous
    Approved
    The Oculus platform does not use OBB files so I'm not sure if that is going to be possible - however I was successfully able to do in app updates for a normal android game with blueprints and I don't see why it wouldn't work for a mobile VR game either.

    Epic have step by step instructions for it here:
    Blueprints for downloading the content: https://docs.unrealengine.com/en-us/Engine/Blueprints/UserGuide/PatchingNodes

    Project export and setup: https://docs.unrealengine.com/en-us/Platforms/Mobile/MobilePackagingWizard

    It was a bit tricky to set it all up but it definitely works great once you understand it :)

    The disadvantage of this of course though is you need to pay the CDN hosting costs for the updated content. Better would be if Oculus also offered such a service.
  • motorsep's avatar
    motorsep
    Start Partner


    The Oculus platform does not use OBB files so I'm not sure if that is going to be possible


    Hmm.. Seems like Oculus uses OBBs just fine https://developer.oculus.com/documentation/platform/latest/concepts/dg-dlc/ (at least for initial upload of your submission).