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motorsep
7 years agoMember
[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
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
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- AnonymousThe 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. - motorsepMember
aussieburgerVR said:
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).
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