Best way to package a project for updates?
My team and I are working on a project which will receive frequent patches and updates.
I would like to know the best way to package the project - so that we can distribute updates without forcing users to download the entire project again.
Should "Use Pak File" be disabled, so that we can simply distribute newly added uassets?
If that is the case, can we simply update the program by packing the project and then sending any new/updated files (and presumably the executable)?
Or if this method is wrong or a bad idea, what is a better method / is making patches even easily possible at this time?
Thanks for your time.
I also need to know if later updating the version of the Unreal Engine used on the project would cause significant conflicts.
asked Apr 14 '15 at 01:39 AM in Packaging & Deployment
A pak file is a container for uasset / umap files.
The patching system which is in development is built on creating a new pak file containing just changed assets.
Upgrading engine versions is tricky when using a serialization system. If core structures / classes change it can cause many differences in the cooked data and the patch will become large.
Depending on the scale, complexity, and also the target platforms, if you are looking at long term maintenance it might be best to split the game up into multiple chunks which can be patched / downloaded individually. For this you need to host your pak files on a httpchunk downloader server.
Let me know if this answers all your questions.
answered Apr 14 '15 at 09:06 PM
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