UE Plugin
Builds for Mobile
Attention: For UE version 4.27+, check here.
Overview
Make sure you have enabled the Mobile Location Services plugins (see Installation).
To use a built version of the plugin you have to change your [Platform].ini to allow more objects.
Just add a few decimals to your gc.MaxObjectsInGame. If there is no gc.MaxObjectsInGame in your [Platform].ini you can just add it manually.
For example, for android the file is located at Project/Config/Android/AndroidEngine.ini
(Tip: The .ini file will be automatically created by unreal if you build for Android)
For iOS you will need to create a folder under Project/Config/ called "IOS" and create a file called "IOSEngine.ini" with the content below.
[/Script/Engine.GarbageCollectionSettings]
gc.MaxObjectsInGame=1310720
Because of the amount of objects we recommend setting the Area Load Buffer to 0 for a mobile test build (see New Level Creation).
No other settings have to be adjusted to make a test build for Android.
Character Movement on the Map
We have included a testing functionality in the BP_Coala Event Graph.
To move around the map with a click and not use the GPS updates of the device, you just have to connect the pin for your OS to the Editor Coala Area Controller Set as shown in the picture.
To switch back to using real GPS Data to move the character on the map, connect the pin of your OS to the GPS block as shown below.
Important note if building for iOS
If building for iOS, make sure you have enabled Allow web connections to non-HTTPS websites.
Android
Solution #1
If only the COALA loading screen is visible and nothing else happens, make sure you have added the needed extra permissions for GPS in Project Settings -> Platforms -> Android
android.permission.ACCESS_GPS
android.permission.ACCESS_LOCATION
android.permission.ACCESS_FINE_LOCATION
android.permission.ACCESS_COARSE_LOCATION
Solution #2
If you get the message "Location service disabled" even you have enabled the GPS service on your device, make sure all three Mobile Location Services Blueprint plugins are activated in Plugins -> Blueprints.