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Path
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N/A
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The Asset path.
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Class
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Type
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The Asset class.
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ParentClass
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N/A
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The Asset's parrent class.
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Collection
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Tag
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The names of any collections that contain the Asset.
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Code Example:
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"Foo\"bar" -> Foo"bar 'Foo\'bar' -> Foo'bar "Foo\'bar" -> Foo'bar 'Foo\"bar' -> Foo"bar "Foo\\bar" -> Foo\bar 'Foo\\bar' -> Foo\bar
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Code Example:
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BlendMode==Translucent AND ShadingModel==DefaultLit
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Code Example:
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BlendMode==Translucent AND ShadingModel==DefaultLit
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Code Example:
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MaterialDomain==DeferredDecal AND HasSceneColor==False
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Code Example:
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(BlendMode==Translucent AND ShadingModel==DefaultLit) OR (MaterialDomain==DeferredDecal AND HasSceneColor==False)
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Remarks
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By using theORoperator between the parentheticals, the results will evaluate each parenthetical on its own and display results that returntruefor either one. If you were to use theANDoperator, all four operations would have to returnTrueto display any results.
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Android File Server
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Android File Server (AFS) is an Unreal Engine (UE) plugin that embeds a file server with your Android application when you package a Development, Debug, or Test project (or optionally a Shipping project, see below) build. As long as the file server is running, you can use the UnrealAndroidFileTool to manage, push, and view files. In builds that include AFS, Unreal Engine uses it for deploying Quick Launches. Together, AFS and UnrealAndroidFileTool are an alternative to using Android Debug Bridge (ADB), providing many of the same capabilities tailored to Unreal Engine's workflow.
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Instead of using the device's SD card external storage for handling Quick Launches, AFS uses the package sandbox storage. This makes it possible to use file operations without requiring storage permissions or scoped access, which can be cumbersome to continually re-enable as you develop a project and deploy builds. AFS can also operate over WiFi connections, USB connections, or both for faster deployment.
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This section explains how to configure AFS's packaging and connections. You can find these settings in Project Settings > Plugins > AndroidFileServer. This section lists each of the available parameters to configure.
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The Packaging section contains settings configuring what type of builds will include AFS and what capabilities the file server will have. AFS is enabled by default, and non-shipping builds will automatically embed a file server with your project unless it is disabled. AFS is not included in Shipping builds by default, but there are settings to enable it.
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Shipping builds do not normally include AFS, but you can enable Include in Shipping and Allow External Start in Shipping to add it. If you only enable Include in Shipping, you can still use AFS, but it won't be used for Quick Launches, and you will need to manually start and stop it from inside your application.
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When using non-Shipping builds, or with External Start enabled for Shipping builds, a receiver is registered to allow remote start and stop of the file server. You can then use the UnrealAndroidFileTool to connect to your device's file server and manage files. Otherwise, with AFS enabled, you need to start the file server manually from inside your Unreal Engine application. Refer to Manually Starting and Stopping AFS with Blueprints for more information.
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If you fill in the Security Token field, your file server will require any incoming connection requests from UnrealAndroidFileTool to provide a matching Security Token. Refer to the UnrealAndroidFileTool reference for more information.
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The Security Token offers only basic security, and is not encrypted in any way. You can use the Android File Server Blueprint library to provide more robust security of your own in Shipping builds. When using the Security Token, make sure not to give the token to anyone outside of your organization.
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If Compile AFSProject is enabled, a standalone APK containing the file server will be packaged which matches your project's configuration and key signing. You may install this APK to the device to manage new or existing files with the adb install -r option. Afterwards, you may reinstall your actual APK with the same option without affecting the internal or external data files. This is especially useful if you need to manage files on a Shipping build that doesn't have the server built-in.
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Shipping builds compile AFSProject regardless of whether Compile AFSProject is enabled.
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The settings in the Deployment section control what information the file server reports in your logs.
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When the log output settings are enabled, Unreal Engine logs information about AFS's installation process in the Console window during Quick Launches.
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If USB and Network are both enabled, the AFS log will show a prefix denoting what type of connection the file was sent through.
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For example, the following line indicates that a map file was sent through USB:
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If you are using both USB and WiFi, one connection will take over while the other is busy.
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The Connection section contains options for configuring what kind of connections AFS will use to connect your computer to a device.
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The Connection Type dropdown selects what kind of connection to use to push files.
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Unless you override it, the default port for AFS is 57099.
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If you enable the Use Manual IP Address setting and provide an IP address for your Android device, when you deploy your build, AFS will connect to that device instead of the default device in the normal Device Manager workflow. The device must still be connected to the same WiFi network as your computer.
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You can use the Android File Server Blueprint library to manually start, stop, and check the status of your file server from inside your UE application.
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Returns the current status of the file server with EAFSActiveType. This will return None (0) if it is inactive, or if it is active, it will return one of the following:
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While AFS can provide basic security using a unique token generated for your project, these Blueprint nodes are useful for creating more secure ways to start and stop AFS compared with using the default broadcast receiver.
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UnrealAndroidFileTool is a command-line tool that can connect with the file server deployed on your device to manually manage files. You can find it in your engine's install directory under Engine/Binaries/DotNET/Android/UnrealAndroidFileTool. This directory includes folders for Linux, MacOS, and Windows versions of the executable.
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If you need versions of UnrealAndroidFileTool executable for all three operating systems, open Project Settings > Platforms > Android and enable Generate Install Files for all platforms. If this setting is not enabled, Unreal Engine will only provide the executable that matches the editor host type in the packaged target directory.
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When you run this executable through a command line, it will show a menu with all of its available functions. You can run the executable with any of these commands appended in your command line.
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