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Finally, you must create logic to drive theYawandPitchvalues on the Aim Offset. Depending on your player controls, this logic can be created in several different ways. For this example, you can useproperty accessto output data from the pawn's base aim rotation. |
Android |
Unreal Engine supports publishing to Android mobile devices and has several features to help in publishing to the Google Play Store. This section contains guides for setting up your Android development environment, how to use Android features and services, and how to prepare your game to ship. |
Different stores have their own target SDK minimum requirements, which may differ from that mentioned above. |
The current version of Unreal Engine supports Android devices meeting the following specifications: |
Setting Up Android SDK and NDK |
How to set up your Android development environment for Unreal Engine |
Android Quick Start |
Setting up for development for the Android platform. |
Setting Up Your Android Device For Development |
Going over how to set your Android devices up for Unreal Engine development. |
Using Google Play Achievements |
Using Google Play Achievements to increase player engagement. |
Using Ad Mob In-Game Ads on Android |
Using the AdMob in-game advertisement system on Android. |
Android Manifest Control |
Setting up and using the Android Mainfest file. |
Using In-App Purchases on Android |
Using in-app purchases to offer additional paid content for your Android game. |
Using Google Play Services Leaderboards |
Using leaderboards in your game. |
Android Virtual Keyboard |
Going over setting up the Android Virtual Keyboard. |
Android Development Reference |
How to install different Android SDKs, set environment variables, and work with texture formats. |
Android Vulkan Mobile Renderer |
Information about Vulkan compatibility and how to use the Vulkan mobile renderer in Android projects |
Setting up Android Launch Screens |
Overview of setting up optional custom Android Launch screens for Android projects. |
Signing Projects for Release |
Getting your project ready for Release to the Google Play store. |
Google Play Asset Delivery Reference |
API reference and implementation guidelines for the GooglePAD API |
Packaging Android Projects |
Taking a look at packaging your final Android project. |
Android Configuration Rules System |
Taking a look at using the Android Configuration Rules System in your UE projects. |
Customizing Device Profiles and Scalability for Android |
A reference for device profile rules and scalability settings. |
Debugging Android Projects |
How to debug your Android project in Android Studio |
Debugging with AGDE in Visual Studio |
Use AGDE to debug Android projects in Visual Studio |
Android File Server |
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