What is the right way to patch a project?

Hi,
I have read the releasing and patching documents. And I have created a release version(1.0) and a patching base on it. I would like to know how to create a second patching. Should I make a new release(2.0) and a new patching base on it? Move the patching 1 and patching 2 to the version 1.0 folder?

AllenTang,

Did you follow all of the instructions within the [documentation][1]? It gives you a step by step guide on how to create your patch and also how to install the patch.

Updating Unreal Engine Projects With Patches After Release | Unreal Engine 5.1 Documentation

Sure, I am OK with how to create and install patch. I would like to know how to create multiple patches for different versions of project. BTW, did you read my question?

When you’re creating your second patch, it would be built based off of your first patch so to speak. So you’d update the “Release version this is based on” accordingly, because the new patch would be based on the old patch but with additional updated included. For example: 1.0 to 1.1, and then to 1.2.

Once it’s built, you should follow the installing a patch section of the documentation provided.

[Installing a Patch][1]

The patching process creates a pak file in [ProjectName]\Saved\StagedBuilds[PlatformName][ProjectName]\Content\Paks. This pak file is the patch that should be distributed to users. For example, on Windows, you would create an installer to copy that pak file into the 's [ProjectName]\Releases[VersionNumber][PlatformName] folder, next to the original content pak file.

The patch pak file will automatically be mounted when it is located on the device in any of the pak search directories set in FPakPlatformFile::GetPakFolders. To prioritize patches, the mounting system uses a _p at the end of the filename to determine that it gets priority over other pak files. It can be renamed, but you need to include the _p.pak at the end of the file name.

If you build two patches from the same release version, they are both complete patches, so while installing the second patch, you should also remove the first.

Good luck!

Updating Unreal Engine Projects With Patches After Release | Unreal Engine 5.1 Documentation

OK, but it has to take the information from the previously built pak file.

So say I’ve built out that pak file, and I want to add a patch for new content. Where do I put the original pak file so that the patch system will see it and use it to check against the new patch that it is creating?

If you look back in my last response, there is an example:

“On Windows, you would create an installer to copy that pak file into the 's [ProjectName]\Releases[VersionNumber][PlatformName] folder.”

Hey actually I want to do the same as you. I have an empty room for making first version. After that I want to make three different patches so the pack one has five items, the second one has another different items and the last pack has another five items as well. What I want is just choose the pack I need and include it in my folder for having the items availables.

,Guys Sorry to resurrect this thread,

Guys sorry to resurrect this thread. But what if we want to use these patches to randomly update the master game.
Say for example we don’t want to sequentially update the game with patches 1 by 1, but rather, we have dynamic assets that we want to load in depending on a value set by the . Such as loading in a table, loading in furniture, or whatever. Are we able to use the patch system to choose which patch (Pak) we want to load in at runtime?

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This plugin can patch project based last version.

Same question