Game Development Reference
In-Depth Information
Setting up the game provisioning profile
Epic gives you two choices regarding the setup of your game provisioning profiles. So you
can put both files in either of these two places:
Engine/Build/IOS/UE4Game.mobileprovision
(Your Game Directory) /Build/IOS/(your Game
Name).mobileprovision
In the first case, you can place your provisioning profiles directly in the engine directory,
but in that case you must name the profile UE4Game . This is not a good idea if you are go-
ing to work with more than one game at the same time, as you must keep that naming.
The second method, which I prefer to use, is a per-project method. In this, you place both
of your provisioning profiles in your game directory inside the Build/IOS director. You
must then name both of your files with the game name, and the distribution one should
have the Distro_ prefix.
For example, for the first game project that I'll be building in Chapter 3 , Creating a Brick
Breaking Game , the game profiles will be:
Development : Game / Build/IOS/bricksbreakingPacket. mo-
bileprovision
Distribution : BricksBreakingGame/ Build/IOS/ Dis-
tro_bricksbreakingPacket. mobileprovision
Creating a new project
Whenever you run Unreal Engine, the project window pops up giving you the choice to
either run an old project or build a new one. There are four major things you should note in
this window if you switch to the New Project tab:
• You can select a different directory to build your own projects rather than building
them in the Documents/Unreal Engine directory. You just need to click on
the small down arrow button next to the project name input field.
• There is an option called Include starter content , which should be unchecked, as
this choice will add too many blueprints, models, and assets to your project. It is
fine to add these if you are going to learn about them, or if you are going to build a
game that has the look of those assets. However, during the process of our four
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