![]() ![]() But for the size issues, blame epic since it’s beyond my control and every asset I use is rather small and can be easily replaced, but I cannot change all the additional data that goes into an android build. Now thar’s not quite a small size but not even close to the 500mb your are experiencing.Unreal does a very ppor job of packaging stuff, it packages everything,even the tings you don’t actually use ,but are in the project folders. The build I made with just the kit without any additional assets has the following sizes : 30mb for the apk and 40mb for the obb.Installed the game occupies 168mb. I didn’t know the naming conventions either :). I’ll dig around more when I get a chance but I’m really looking forward to using this kit once I can get past these initial problems. The other is that multi-touch does not seem to be supported, which makes a platforming game impossible to play on a touch screen device. I really hope that it’s possible to reduce that because it seems insane for such a small project. The size of the obb file is almost 500MB. So I got it installed and running finally but there were a couple of concerns right off the bat. There were lots of little things like that which I only discovered after attaching logcat to see what was happening on the device. Oddly enough the obb file can have a different name. I only figured out what caused this by googling it. If not the game would fail to launch with **Assertion failed: HasFoundDataDirectory ** There were a number of things that I wasn’t aware of, such as the fact that the name you give your android release has to match whatever name you chose for you unreal project exactly. Initially I was attempting to launch the game directly to my device and there were some obscure errors so I opted to do what you suggested and just package it and manually install the apk and obb file. I’ve finished the actual blueprint for dashing and combat text, I just have to prepare them for public use ( arrange them, comment them etc.). But with more flexibility comes more complexity and it becomes less intuitive. I found myself frustrated with construct 2 because there were some things I couldn’t do, but with unreal blueprints that is mostly gone. I used construct 2 and stencyl as well and I agree they are more intuitive, but they are also more limited. I finished recording the videos on saturday night so I was a bit tired by then. It sounds like you have a lot more ideas to add to it. I’m looking forward to seeing how you progress. For some reason I find Epic’s version of visual programing very unintuitive compared to others (like Construct 2 and Stencyl admittedly those are 2D engines compared to UE4) so having your excellent platforming kit to refer to is proving very helpful. Even though I am using parts of your kit differently, it is really helping with my thought processes regarding how everything works together, especially the blueprints. Thanks for the tutorials (one of them you sounded really tired. ![]()
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