x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

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
Tags:
more ▼

asked Aug 28 '18 at 08:37 AM in Using UE4

avatar image

Eydi
11 1 2

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

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.

more ▼

answered Aug 28 '18 at 03:51 PM

avatar image

MrMcKvarz
241 2 6 15

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

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.

more ▼

answered Aug 28 '18 at 07:27 PM

avatar image

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.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question