Patching doesn't include code changeschange
It seems that when patching the game using project launcher , I'm able to load new changes in packages , but any changes in C++ is ignored. Is this because patches don't generate a new exe? I see that the Exe in the binary folder remains the same. Also patches don't include the dll of the newly compiled code change? How do I go about implementing code change to patches?
asked May 16 '16 at 12:28 PM in Packaging & Deployment
After some investigation, it seems that in order to apply code changes on Windows, you will need to roll your own solution much as you must have to install the loose folder that was first produced. That means you rebuild your game all-up, and make an installer that knows what files need to go where. If it is an EXE change but not content, you could just rebuild the game and replace the EXE directly. Ideally, you could build a "patcher" software, similar to say the UE4 launcher that understands what version you have now, and what you need to update to current and performs the install over the internet.
When you build a game in the editor, it cooks content and compiles code. Depending on the target platform, the product of that cook and compile is very different. In Windows, you get a directory with the EXE, DLLS and Content in a classic Windows folder structure. It is then left up to you to build an installer if you need to distribute the fixes to your player base.
Also, some helpful information is that you can run the cook as "Do Not Cook", which will package the previously cooked content instead of re-creating cooked content. Doing so will ensure the new package is identical (in binary) to the previous package for assets that don't need to be changed.
Let me know if you have any additional questions.
Have a great day
answered May 19 '16 at 06:35 PM
Sean L ♦♦ STAFF
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