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How to make fullscreen with code on android ? (for FullScreen Immersive Button not supported phones)

Hello everyone, I made a little platform 2D game and I bought some mistakes about it. I'm using version 4.18.3. It is not active when I activate the "Fullscreen immersive" button. My phone is Vestel Venus V4 (android 7.0) and of course not on the supported phones list. (if you want to check list click here) I think I can fix it manually by writing code but I don't know which files I need to organize.

- How do I change which java files in the project?

Thanks in advance for answers.

fullscreen immersive this bug

So there is another problem. The problem is that I can not edit the splash screen.

portrait launch problem

splash screen

Product Version: UE 4.18
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asked Aug 28 '18 at 08:37 AM in Using UE4

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Eydi
11 1 2

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2 answers: sort voted first

Hi, I had an activity I wanted to be fullscreen, I've put the following code in the activity onCreate method:

                 getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
                 WindowManager.LayoutParams.FLAG_FULLSCREEN);

You can do it in your game activity if don't need another one. As for the splash screen, check what image do you have in Build/Android/res folder, if it is wrong, then delete folder Build completely.

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answered Aug 28 '18 at 03:51 PM

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MrMcKvarz
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I tried what you said but when I launch to device, I checked the ue4 code and ue4 deletes the code. this location -- >..\Intermediate\Android\APK\src\com\epicgames\ue4\GameActivity.java I think I need to get the apk output android studio but it doesn't make sense for me to do it again for every bug.

For the second problem, I did what you said and I checked. I need to write SplashScreen in java with SplashScreen.java file for the solution. I didn't own my phone when I deleted and reloaded the Build file.

-Is there a way I can do the splash screen with a widget? It would be better for me.

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answered Aug 28 '18 at 07:27 PM

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Eydi
11 1 2

avatar image MrMcKvarz Aug 29 '18 at 08:56 AM

You can't modify those files directly since they are modified each time you build your game. You need to use a combination of ubt and apl. In your game.build.cs you need to add apl file like this:

         if (Target.Platform == UnrealTargetPlatform.Android)
         {
             PrivateDependencyModuleNames.AddRange(new string[] { "Launch" });
             AdditionalPropertiesForReceipt.Add("AndroidPlugin", Path.Combine(ModuleDirectory, "YourName_APL.xml"));
         }

create an file with that name and apl extension and make it look like this:

 <?xml version="1.0" encoding="utf-8"?>
 <root xmlns:android="http://schemas.android.com/apk/res/android"
   package="com.YourCompany.YourPackage">
 
     <init>
         <log text="APLr init"/>
     </init>
 <gameActivityOnCreateAdditions>
      <insert>
 getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
                  WindowManager.LayoutParams.FLAG_FULLSCREEN);
      </insert>
    </gameActivityOnCreateAdditions>

This way this code will be always inserted into GameActivity.java in OnCreate() method.

avatar image Eydi Aug 30 '18 at 02:32 PM

I apologize for the late reply, I was ill.I created the project with blueprint. So I couldn't find the build.cs file.I made an arrangement like the one pictured below, but I didn't achieve it.

additions

additions.png (27.5 kB)
avatar image MrMcKvarz Aug 31 '18 at 07:28 AM

This is a modification to manifest file, but you need to modify GameActivity.java. I believe this can only be done using the source code.

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