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Inspiring
August 23, 2016

versionName and versionCode in UE4's manifest

Looking at https://developer3.oculus.com/documentation/publish/latest/concepts/publish-mobile-manifest/ I see versionName and versionCode are critical, especially versionCode for updating.

Which one of the versions (with yellow boxes; unless there is another versionCode in UE4 I am not aware of) shown on the screenshots is the one that I must increment in order for updates to my app to go through ?

Which version shows up in the store?


Full: https://s16.postimg.io/w4f7j2g4j/gvr_version_manifest01.png


Full: https://s3.postimg.io/93m3mzrxt/gvr_version_manifest02.png

Thanks
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    6 replies

    motorsepAuthor
    Inspiring
    August 24, 2016
    Maybe @vrdaveb knows? :blush:
    Inspiring
    August 24, 2016
    As you know I'm a Unity dev not a UE dev, but Unity has similar fields and it's the one which is numeric which has to be incremented, which is Store Version in your pics. The text ones can be anything.

    You could also unpack the APK and check the manifest manually if you don't want to wait for a definitive answer.
    Up and Coming
    August 26, 2016
    The "Store Version" is the one that needs to be incremented when you submit a build. We have our build machine set it to the corresponding perforce changelist # that corresponds with that build. 
    August 26, 2016
    Brockheinz is correct it's the store version - I usually try to keep it and Version display name matching somehow. Like:
    Store version: 100
    Version display name: 1.0.0
    then increment from there:
    Store version: 101
    Version display name: 1.0.1

    etc.

    as the version display name is what appears in my google analytics plugin ...


    motorsepAuthor
    Inspiring
    August 26, 2016
    Aye, thanks folks.

    @aussieburgerVR Does Google Analytics work well for you regarding tracking stats for Gear VR users ?
    August 27, 2016

    motorsep said:

    Aye, thanks folks.

    @aussieburgerVR Does Google Analytics work well for you regarding tracking stats for Gear VR users ?


    Hey Motorsep,

    Yeah it works very well and is almost a must have to get some more information on your users and how the play your game since the stats provided by Oculus by default are pretty sparse ;)
    I'm using this paid plugin here:  https://sellfy.com/p/oLbJ/ and it required no additional android permissions to run :)
    however I noticed recently someone in the android forum released a free flurry plugin which should be just as good if not better ;)