We have a limited number of open slots every month for established indie studios who have previously shipped games using another engine, and who are looking to switch to Unreal Engine for future projects. We offer online sessions to walk your team through the engine, regular office hour calls, and we can connect with indie studios we have partnered with to provide additional help. Please drop us a line via the contact form.
Checking what Android Content will be Cooked in Unreal I received the following message running an Android/APK build recently… OBB exceeds 2 GiB limit: 3465612638 bytes There is some good documentation on Epic’s site as a starting point for resolving this… Reducing APK Package Size | Unreal Engine Documentation To ensure that only the content that is related to your project is added to your APK file, you can check which content is being added to your project’s APK by looking in the Cooked folder in your project.
I recently dove into 3D widgets in UE4 and ran into a few caveats/unknowns for my particular usage. Hopefully these points will save you some time in your own work. UE4 VR Documentation & Resources Virtual Reality Best Practices | Unreal Engine Documentation Creating 3D Widget Interaction | Unreal Engine Documentation Attaching Items To the HMD | Unreal Engine Documentation Initial Widget and Actor setup I’ll forgo covering the basics of setting up 3D widgets as this is capably covered in Unreal documentation.
Ran into a really strange situation while having an Xbox controller connected before launching Unreal Editor. This can cause a lock to 170 degrees for the FOV and all attempts to change it in editor revert back to 170. I don’t think this happens fore everyone but it did for me as well as several other people. The solution is to remove the Xbox controller before the editor starts. Plugging the controller in after the editor launches seems to be ok.
This is continuation of work I had explored in a previous post. Given there is no mechanism in the UE4/UE5 editor to compile all blueprints I always figured it would be handy to have a button to do this. Much like the compile/build button you would get in Visual Studio. Behind the scenes it is using a commandlet to do the actual compilation work I’ve put together a demo game for UE4 4.