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How To Upload A Ue4 Model To Sketchfab

This is the kickoff post in the Comprehensive Guide to getting your Unreal Engine game on the Google Play store and adding Google Play Services. This tutorial will discuss how to package a properly signed "aircraft" build of your game to upload to Google Play.
Created for Unreal Version 4.19

If you're wondering, the reply is aye. We did already do a write-upwardly on this one. Three years ago, in fact. Turns out I didn't fifty-fifty look at our own blog when I started going through the motions hither. Silly me. Once you terminate my tutorial here, I recommend going dorsum and reading the original commodity past Itsmyroad. At that place are several acquire-the-hard-way nuggets of wisdom there that I've nonetheless to meet.

Packaging your game is the start step for adding Google Play Services, even if your game isn't finished. The process for calculation a Google Play leaderboard to your Android game is odd. You have to upload it to the Google Developer Console, fill out a bunch of information, create a leaderboard, get Google to generate information then that yous tin take this back to UE4, connect it to your leaderboard, and then become back to Google to upload the APK again to test information technology.

Part 1: Install Nvidia Codeworks



Android apps require a few extra tools in addition to the Unreal Engine editor. Luckily, Epic has taken a lot of the guesswork out of this step for you. Kind of.

Each iteration of the engine comes with the install files for Nvidia Codeworks, which in plow contains the install files for all of the other programs required to bundle a game. At the time of this writing, the executable for installing Codeworks is located at [Engine Install Directory]:\UE4\Engines\[UE_4.19]\Engine\Extras\AndroidWorks\Win64

Note: You MUST INSTALL NVIDIA CODEWORKS ON YOUR ROOT Drive

Don't have any space on your root drive because you utilize a smaller, faster SSD to kicking your Os and take a larger HDD drive that handles all of your storage? Also BAD! You'll be handed error later fault, even if you identify the SDK install directory in UE4. There's no way around this ane. Bite the bullet and gratis up nearly half dozen.5 gigs of space on your root drive for this install.

Most of the proper options are already checked for you in the standard install options. Double-cheque with the list under the Codeworks for Android 1R6u1 heading here.

Next, bookmark this page so you can come back to information technology. Once Codeworks is finished installing, it'll be time for a computer restart.

Part two: Packaging the App

Welcome back.

Now that we've got the proper tools installed, we can get the engine ready to parcel your game for uploading to Google Play. I'm going to move some of these steps out of the club suggested by Epic, just I'k also going to operate under the assumption that you've never packaged your game before.

1. Accept the SDK License.

This ane is pretty like shooting fish in a barrel. On the top toolbar, select Edit > Project Settings. Once the Project Settings are open,

Ringlet down in the navigation bar on the left toPlatforms and selectAndroid SDK. Use the ellipses to set the locations of each of the folders in theSDKConfig. Yours should look exactly like mine in the screenshot because, as stated above,this will non work if yous chose another install directory.

Once yous have those set, get back to the navigation bar on the left and select Android nether Platforms. Click the button for Accept SDK License, read the legal jargon, and so click OK. Leave the Project Settings tab open considering you'll demand this again in a minute.

2. Initial Development Build Bundle

If you've packaged your game before, then you tin skip this step and move on to

Step 3

. Go back to the Principal Editor tab. At the elevation toolbar, choose File > Package Project > Android > Android Blazon. These dissimilar versions stand for to different texture formats that the various devices can handle. I chose ETC1 for now because it'southward supported by all Android devices. Unless yous have a good reason, yous should probably avoid the "Android (Multi...)" option. It volition take up more fourth dimension and space that the other options and we aren't really going to be doing annihilation with this particular APK.

If you desire to start your research on exactly which Android format is the all-time for your needs, so check out Epic's Documentation under the Android Tips and Tricks Android Texture Formats heading.

One time you've chosen your Android build option, choose the relieve location of your APK. Information technology doesn't thing where you save this. One time yous select the folder, Android will start its build. Depending on your device and the size of your game, this will likely take around 10 minutes.

Build Errors:
Hopefully this will package your project without any errors. However, even if y'all do run into an fault, y'all may still be able to skip troubleshooting for now and continue to Step three below if the engine successfully created the "Build" folder inside of your game'due south project folder. This is entirely speculation on my office.

three. Create the Keystore File

Afterwards you've packaged your game once, it'southward fourth dimension to sign your APK. There are two different pace-by-step guides Hither and Hither, so I'm non going to rehash all of the steps. Basically, you're going to employ the Windows Control Prompt to create a Keystore file. Be sure to keep the Keystore name, Keystore Alias name, and the Keystore countersign somewhere easily accessible because we will need them later in Step 4.

If you lot're scared of the Command Prompt, yous can besides create a Keystore by installing Android Studio, importing the APK you created in

Step 2

to a higher place and choosing the pick to sign the APK. That'due south beyond the scope of this tutorial, but Google explains the process here.

Once you accept your Keystore file generated, make sure to put information technology in the Build > Android folder within of your project folder. Both linked tutorials above should cover this.

I, absolutely, had more than issues generating this Keystore file than I should have. If you are having an uncommonly hard fourth dimension making yours, get out u.s.a. a comment and I'll break down that process in particular in some other tutorial.

iv. UE4 Editor Settings

Now all that'south left is for you to fill in some data inside of the UE4 Editor. Permit'due south once again become back to the Project Settings carte du jour that yous left open all the fashion back in

Step i

(if y'all didn't leave it open, Edit > Project Settings in the toolbar).

Under the Project heading in the navigation panel, cull Packaging. Set the Build Configuration to "Shipping," set your Staging Directory equally the location where you want your build files to be saved, and check the radio buttons for Full Rebuild and Distribution.

Now find the Platforms heading in the navigation panel and again choose Android. This is where you accepted your SDK license before. Click the Open Build Folder push button and make sure the Keystore yous generated in

Step 3

is inside the folder that opens.

Set your Android Package Proper name. Use the com.[YourCompanyName].[ProjectName] naming convention. Make a notation of this name because y'all volition need to enter in the aforementioned name on the Google Play Programmer website later.

Within the same Platforms > Android heading, scroll downwardly until you find the Distribution Signing subheading. Here you will input the name of the Keystore file in the Build binder. Put the exact name of the file, including the ".keystore" file type. Also fill out the boxes for the Fundamental Allonym and Keystore Password. Use the aforementioned information from

Step 3

where I gave you lot an italicized reminder to continue this information nearby.

Now become back to the Main Editor window. In the top toolbar, choose File > Parcel Project > Build Configuration and select "shipping" for the Build Configuration.

Now we volition follow the same steps from

Pace 2

 to package the project. In the top toolbar choose File > Package Project > Android and choose your Android build blazon. Gear up a salvage location and start the build. In one case this build finishes, you volition be ready to upload your  APK to the Google Play Programmer's Console.

Nosotros volition comprehend uploading your APK and the steps information technology takes to create your leaderboard with Google Play Services in the next tutorial.

Source: http://idkudk.blogspot.com/2018/04/tutorial-how-to-package-and-sign-unreal.html

Posted by: rymanovere1987.blogspot.com

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