Game Development Reference
In-Depth Information
replace all of the images, but keep their names and the PNG format as it is to avoid any
errors in compilation.
However, if you want to change these assets per project and not per engine build, which is
the usual case, then you have to replace the ones that rest inside your project files and not
the ones inside the Unreal Engine build. These assets can be easily found by browsing to
/ProjectName/Build/IOS/Resources/Graphics and you may notice how
easy it is to work with Unreal Engine, as all of the directories for your game project are al-
most the same as the directories for the editor itself.
Now, as you have already finished the only remaining step before the building step, you
are ready to package the game and get the IPA out of the engine.
As you already made development and distribution provisioning profiles in Chapter 1 ,
Prepare to Make Unreal Games with Unreal Engine - Installing and Setting Up , anytime
you made a build, it was running as a development profile, and it was using the develop-
ment provisioning profile. However, to be able to make a final build for App Store sub-
mission, you have to use the distribution profile. While you have no option in choosing
which provisioning profile to use, you have the choice of the build type.
Search WWH ::




Custom Search