unreal.MobilePatchingLibrary
¶
- class unreal.MobilePatchingLibrary(outer=None, name='None')¶
Bases:
unreal.BlueprintFunctionLibrary
Mobile Patching Library
C++ Source:
Plugin: MobilePatchingUtils
Module: MobilePatchingUtils
File: MobilePatchingLibrary.h
- classmethod get_active_device_profile_name() → str¶
Get the name of currently selected device profile name
- Returns
- Return type
- classmethod get_installed_content(install_directory) → MobileInstalledContent¶
Get the installed content. Will return non-null object if there is an installed content at specified directory User can choose to mount installed content into the game
- Parameters
install_directory (str) –
- Returns
- Return type
- classmethod get_supported_platform_names()¶
Get the list of supported platform names on this device. Example: Android_ETC2, Android_ASTC
- classmethod has_active_wi_fi_connection() → bool¶
Whether WiFi connection is currently available
- Returns
- Return type
- classmethod request_content(remote_manifest_url, cloud_url, install_directory, on_succeeded, on_failed) → None¶
Attempt to download manifest file using specified manifest URL. On success it will return an object that represents remote content. This object can be queried for additional information, like total content size, download size, etc. User can choose to download and install remote content.
- Parameters
remote_manifest_url (str) – : URL from where manifest file can be downloaded. (http://my-server.com/awesomecontent.manifest)
cloud_url (str) – : URL from where content chunk data can be downloaded. (http://my-server.com/awesomecontent/clouddir)
install_directory (str) –
on_succeeded (OnRequestContentSucceeded) –
on_failed (OnRequestContentFailed) –