What is the correct way to patch with patch obb expansion file?
I had already uploaded an apk and a main obb file of release version to google play store. It works fine. Now I'm trying to patch my released game by using patch expansion file. Here are the steps I tried.
Here are the Android settings and Unreal Frontend settings:
And I've already tried in different ways to generate the patch obb file:
But these still got the same xapk file validation failed issue.
Did I do anything wrong? What is the correct way to patch my game with patch expansion file through the google play store?
I think I found the reason why patch obb isn't used. Below is the OBBData.java file after the package process of a project release.
And here is the OBBData.java file after the package process of a project patch.
There is only one XAPKFile object(main obb) in xAPKS array. But it should be two XAPKFile instance to represent main and patch obb file respectively.
Then I search in engine code and found some clue in file \Engine\Source\Programs\UnrealBuildTool\Android\UEDeployAndroid.cs. At line 421 says: For each obb file... but we only have one... for now anyway.. So, it seems UE4 is only support main obb currently.
Please correct me if I am wrong.
I spoke with our Android Developer and it looks like you need to have the APK replaced when you're patching. The version and file length of the OBB is cooked into the downloader source in the APK for the validation. Please look in obbdata.java in the project's Intermediate/Android/APK/src/[path for your package name]/obbdata.java. If a different OBB is downloaded it will fail the verify.
It is possible to turn off the validation for non-distribution builds with the Disable Verify OBB on Startup checkbox. To allow this for distribution you can change GenerateManfiest() in UeDeployAndroid.cs:
I hope this helps. Please let us know if you have any further questions, thanks!
answered Sep 09 '16 at 05:38 PM
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