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[Go / Gear VR] Paid DLCs via Oculus Store ?

motorsep
Rising Star
@imperativity

If I understood correctly, a paid DLC can be provided via IAP. Since UE4 doesn't have IAP exposed to Blueprints it would be impossible for me to offer DLCs for my project out of the box.

I am wondering if a paid DLCs can be set up to be purchased directly in the store, like it's done on Steam and other non-mobile platforms.

Thanks beforehand
2 REPLIES 2

motorsep
Rising Star


@motorsep

Here is feedback from our integrations team:

"we don't expose it [IAP] via Blueprints, but there's nothing stopping a developer from using the native C SDK, or some of our wrappers to call the native C SDK and use IAP that way."


Sorry, but the question was about having DLCs without any engine editing. That's why I brought up Steam as an example. 

On Steam, I'd package DLC as a separate depot and then when user buys it via Store (not IAP), user downloads it and Steam app would sort out the files in the game's folder. Everything is done via storefront and dashboard. Nothing is done in-game or in-engine (obviously engine needs to support DLC content out of the box and automatically load it when said content is available).

Another thing that bothers me is that mentality of 90s, when C++ programming was the only recognizable way of truly building games. We are in 2018 and UE4 has Blueprints for a reason. Imagine Epic saying half-a$$ing Blueprints and saying "nothing stopping you from using C++". No, they went all out and made sure whole game can be made using Blueprints. We are talking FPS games, where performance is needed the most. 

Oh well..

shapesim
Protege
Bump for what motorsep said

We have a building/sandbox app and user can purchase construction sets. There are no consumables like coins or power ups.

There is no value for us to implement an IAP store within our app, however simple. It would also be detrimental to DLC discovery.

Ideally users would purchase before launching our app like the Steam store DLC model. 

Once user launches our app, we should simply check which DLCs are already purchased, and unlock the corresponding content.
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