on UE 4.24 with a Quest, I tried to download, mount and read a .pak file.
The processus works perfectly on windows but crash on quest.
Parameter for android are good because all the rest of my application works perfectly on the quest
C++ code seem allright because works perfectly on windows, and don't contains any windows specificity.
I see in my log, download and mounting the pak file, find all file in the pak, and just crashed when loading the asset.
I known after taking a long time in developpement for windows, that my application need to be packaging on shipping and use the packaging parameter "use pak file"
When i check the log of the quest launcher i see
BuildCookRun -project="D:/UnrealProject/Workspace Portable/4.24/test c++ QUEST/MyGame.uproject" -noP4 -clientconfig=Shipping -serverconfig=Shipping -nocompile -nocompileeditor -installed -ue4exe=D:\Unreal_engine\UE_4.24\Engine\Binaries\Win64\UE4Editor-Cmd.exe -utf8output -platform=Android -targetplatform=Android -cookflavor=ASTC -ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled -cook -map= -unversionedcookedcontent -compressed -stage -deploy -cmdline=" -Messaging" [email protected]
********* -addcmdline="-SessionId=18DB21CE41B275A8A6956EB989FE1B00 -SessionOwner='gargarrel' -SessionName='Quest (**********)' " -run
I do not see the -pak parameter, and when i explore folder on the quest i don't see any .pak file. I try to change all the settings in UE but never use the pak parameter
My question :
- Is it technically possible, android support the pak file system ?
- I am new in the android world, does i need specific signature or parameter for having a real shipping launch with pak file ? Meaning i just generate a standart keystore from google and put it on /build/android, it is enough ?
- Does i need to have my application validated on the quest store for having the pak reader ?