CloudBackupManager Unreal 5.4 Quest 2 & 3
We've recently migrated from UE4.27 to UE5.4 and have run into an issue with cloud backups of our game save file. We have a couple files that are required to save and track progress LevelProgress.sav and PlayerStats.json. These are located in Game/Saved/SaveGames & Game/Saved/PSS respectively. Our previous release had those files backup and restore perfectly between uninstalls/reinstalls. It seems now that the backup system has been deprecated or changed. Save information works fine between play session when saved locally. But upon uninstall all is lost. I was wondering if there is away to adjust the settings of the Quest's CloudBackupManager as it seems to be failing to backup on application exit. CloudBackupManager Run backup(): BackupInput(packageNames=[com.CompanyName.YourGame], requestOrigin=ApplicationClose, skipIfRecentBackupExists=true, skipIfUnusedSinceLastBackup=false, allowIfAppIsRunning=false, forceUpload=false, backupRestoreType=Full, referenceId=null, sendVrNotification=false) CloudBackupManager Package: com.CompanyName.YourGame backup eligibility: false with status: AppRunning CloudBackupManager No packages found eligible for backup, returning success Ideally it would seem setting allowIfAppIsRunning to be "true" would be the easiest solution but I'm not sure where to change that flag for our app. I was also considering moving the save data from : "sdcard/Android/com.CompanyName.YourGame/files/UnrealGame/Game/Game/Saved/PSS" To : "sdcard/Android/com.CompanyName.YourGame/files" With the assumption that the files are too deep in the directory tree. But that would result in anyone with the game already installed having the wrong save location post update. Any help would be much appreciated!459Views0likes1CommentShared Spatial Anchors for PC Rift in Unity
Hello, I am trying to use Shared Spatial Anchors for a Unity PC application and I have some issues: I undestand that Spatial Anchors may be shared with other users using OVRSpace.StorageLocation.Cloud when saving anchors. However, from the Meta Quest Developer Hub, in Platform Services I can't activate Cloud Storage. It is not available for Rift Applications (see the screenshot) So, is it related? May I create spatial anchors and share them with users although Meta doesnt allow to Add the Cloud Storage Service? Thank you!907Views1like0CommentsCloud Backup result: Transport rejected package because it wasn't able to process it at the time
Hello, I'm reaching out for assistance with a technical issue. Our project is currently in development, following the guidelines in this document, and the store app data doesn't exceed the 100 MB limit. However, when executing the command 'adb shell bmgr backupnow xxx.xxx.xxx,' the following message is returned: 'Transport rejected package because it wasn't able to process it at the time' If anyone knows how to handle this, please let us know. Your assistance is greatly appreciated!868Views0likes0CommentsCloud Backup result: Transport rejected package because it wasn't able to process it at the time
The project strictly follows the operation of the development documents, and the backup file size does not exceed 100M. When executing adb shell bmgr backupnow xxx.xxx.xxx in cmd, the following content is returned ----------Log--------------- 2023-10-19 02:38:56.587 MQDH executing "adb shell bmgr backupnow com.xxx.xxx"... Running incremental backup for 1 requested packages. Package PM@ with result: Success Package com.xxx.xxx with result: Transport rejected package because it wasn't able to process it at the time Backup finished with result: Success1.2KViews0likes1CommentCloud Backup - Unexpected emails about titles "exceeding our storage size limit"
Hi there. Yesterday most of our development team (and possibly our players) received emails about our titles exceeding Cloud Backup limits. We received these emails for all of our titles (ForeVR Games) within a very short span of time. We did not make any recent changes to that would affect storage usage for our titles. When members of our development team visit the Cloud Backup management page, none saw utilization for our titles to be anywhere near the 100MB limit. Is it possible these messages went out in error? Any insight would be appreciated so that we know what to tell any effected players.652Views0likes0CommentsCloud Backup questions
I have a couple questions regarding Cloud Backup during development. 1) What are the details for cloud backups and different release channels? Are they separate per channel? 2) I've noticed game data persisting after uninstall before reboot. Is this data used if the application is reinstalled before it is deleted? Can the data be used across release channels?719Views0likes0Comments