Downloading Content Dynamically
I'm back looking at my shop. The game consists of a small initial release and 10-1000 individually downloadable pieces. The pieces will be developed post launch and be significant in size containing audio, images and video.
Beyond the basic unreal content packaging issues has anyone got any pointers towards interfacing with a CDN of some description? I'll need a pak file download from a remote server. I'd prefer not to host the server myself.
Initial investigation points me towards google cloud services, amazon, limewire and a bunch of other hosting services but I'm interested in any real world experiences downloading data into an Unreal game on a mobile device.
Any suggestions on approach here?
Got something working. HTTP GET downloading from an Amazon S3 bucket link text
AWSS3HttpDownloader does the brunt of the work. Its a singleton class and uses the Http module (you'll need to add to your build.cs for it to link).
In the zip attached there are also functions for SHA256, and HMAC SHA256 hashing and key generation.
You put your post file loaded (or Error - check the response code and act appropriately) functionality in whatever callback you define for OnDLCDescriptionDownload.
I've done a POC (Prove of Concept) about it here, it surly needs some love and is might be a bit outdated but it's a valuable starting point. In my example I host an UnrealFileServer, you can just download the file manually and then load the pak file locally.
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