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Stencyl enemy ai9/19/2023 ![]() 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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