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setting and packing for android market

Hello everybody. Now it's time for my first publication of a simple game. please help me to understand followingManufacture.

  1. What settings set for beta testing and release (shipping)

  2. The true test will be whether to create multiple pak files for different devices (textures etc1 ...), what else should I pay attention?

  3. What else can I miss or do not know

  4. Different devices have different CPUs and graphics cards (adapters), you need to take this into account when packing.

  5. api different devices, one pak file

  6. keys. certificating for my project

Product Version: UE 4.12
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asked Nov 02 '16 at 12:43 PM in Packaging & Deployment

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jetset_3566
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Hey jetseet,

Have a look at our documentation:

https://docs.unrealengine.com/latest/INT/Platforms/Android/ReducingAPKSize/

https://docs.unrealengine.com/latest/INT/Platforms/Android/GettingStarted/

Also, I have a couple of suggestions:

  • Package for ETC 2 because it will make the .apk the smallest.

  • Test on multiple devices to ensure compatibility.

If you run into any issues when packaging, take a look at our troubleshooting guide:

https://wiki.unrealengine.com/Mobile_Development_Troubleshooting_Guide

Have a great day

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answered Nov 02 '16 at 03:19 PM

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Sean L ♦♦ STAFF
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avatar image jetset_3566 Nov 02 '16 at 04:01 PM

СПАСИБО большое - thank you very match for keys:

  1. I create key store in android studio

  2. Put this key file in my build directory (D:\unreal\project\KidsPuzzle\KidsPuzzle\Build\Android)

  3. After in project settings in my project, I set in distribution signing my keystore.jks

  4. and try publishing in google store (alpha test)

I'm sorry that I did not find the information, or rather found, just want to ask you whether I'm doing right. information taken from here (about keys) - https://uengine.ru/site-content/articles/apk-key

avatar image Sean L ♦♦ STAFF Nov 03 '16 at 01:31 PM

Just to clarify, did you have further questions, or did the documentation resolve your issue?

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