Has anyone tried implementing OBB expansions and DLCs in your Oculus Go UE4 projects using Blueprints (exposing API to Blueprints since there is no native BP support for OBB/DLC at this time)?
I am sure DLC purchases are tied to IAP, which is not exposed to Blueprints to this day, sadly. However, at this time I am wondering about having ability to update content using OBB files instead of updating/resubmitting entire game (which is anyway limited to 1Gb APK file size).
The Oculus platform does not use OBB files so I'm not sure if that is going to be possible - however I was successfully able to do in app updates for a normal android game with blueprints and I don't see why it wouldn't work for a mobile VR game either.
Epic have step by step instructions for it here: Blueprints for downloading the content: https://docs.unrealengine.com/en-us/Engine/Blueprints/UserGuide/PatchingNodes
Project export and setup: https://docs.unrealengine.com/en-us/Platforms/Mobile/MobilePackagingWizard
It was a bit tricky to set it all up but it definitely works great once you understand it 🙂
The disadvantage of this of course though is you need to pay the CDN hosting costs for the updated content. Better would be if Oculus also offered such a service.
The Oculus platform does not use OBB files so I'm not sure if that is going to be possible
Hmm.. Seems like Oculus uses OBBs just fine https://developer.oculus.com/documentation/platform/latest/concepts/dg-dlc/ (at least for initial upload of your submission).