The Get Installed Content node is used to look up the content from that directory, and then the Mount function mounts it into the game. We are using the stored Install Directory variable from the first Blueprint graph, but this could again be passed through as a function input. The last stage of the patching process is to mount the content. Gets the total downloaded size in megabytes. The result is between 0 and 1 for known progress, or less than 0 for unknown progress. Gets the current installation status text. Gets the current download speed in megabytes per second. Gets the total download size for this content installation. This script is called at regular intervals with the timer, but does not call back to any of the other example graphs. Here, the outputs of Get Download Size, Get Download Speed, Get Download Status Text, Get Install Progress, and Get Total Downloaded Size nodes areĬombined into a simple text block to present to the user. While the Display Download State custom event is connected to a Format Text node here, this could also be the stage of the patching process where you fill a progress bar on the UI (User Interface), or other methods ofĭisplaying progress to the user. ![]() The user can choose to download and install remote content. This object can be queried for additional information, like total content size, download size, etc. On success, it will return an object that represents the remote content. The Check Download Space function shown here is calling a custom event that starts off the next set of patching logic.Īttempts to download a manifest file using the specified manifest URL. Custom events are used as inputs for the Request Content function. When the content request is complete, different events will be executed depending on whether the request succeeded or failed. The Content To Install is also saved into a variable for reuse later. ![]() ![]() In this example, the install directory is saved off in a variable, but it could also be passed through as function inputs. When patching is initiated, either from a level load or a user action, content needs to be requested from the remote server using the Request Content node. This is the first stage of the patching process.
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