![]() Mobile apps are launched from the device’s home screen (iOS) or launcher (Android). It’s time to turn our attention to delivering the app to our users, beginning with the app icon. In part 4, we finished the development of our app, adding some polish to the UI. If you haven’t already done so, it’s worth starting from the beginning of the series. When completed your project will now display the correct icons on any Android device it is used on.Note: this is part 5 of a series of posts, aimed at building a React Native app from the ground up. Once this has been completed make sure to save the icon_round.xml file and then re-build your project for release. Then, open up the icon_round.xml file and add the following: Next, open up the newly created drawable-anydpi-v25 folder and make a new file called, icon_round.xml. To make sure that your project’s icon is displayed for all version of Android you should also add this step.įirst, you will need to open up your project's Build\Android\res folder and create a new folder called drawable-anydpi-v25. UPDATE: While the above will make it so that your project can use adaptive icons, you will need an extra step for Android 7.1 devices if you are using a round icon. Then, when your project has been deployed to a device, you will see your new icons. Once that has been completed you can now build your UE4 project for Android using the standard packaging workflow. String PluginPath = Utils.MakePathRelativeTo(ModuleDirectory, Target.RelativeEnginePath) ĪdditionalPropertiesForReceipt.Add("AndroidPlugin", System.IO.Path.Combine(PluginPath, "AddRoundIcon_UPL.xml")) Add UPL to add configrules.txt to our APK If (Target.Platform = UnrealTargetPlatform.Android) Here are the contents for this file:įinally, we need to register this UPL file by making an addition to your project’s Build.cs file ( Source/Match3/ in the previous example). This will normally be the same as your uproject filename, so if your project was named Match3.uproject, you would find this in Source/Match3. The following UPL file should be named AddRoundIcon_UPL.xml and be placed in your project’s Source directory where the module Build.cs file is located. Inside your project’s Build/Android/res/drawable-any-dpi-v26 folder create a new XML file called icon_round.xml and then add the following file contents: Now you’ll need another icon resource XML to specify in the AndroidManifest.xml. Note: You can convert any Blueprint-only project to a code project by adding an empty class.įirst, make another 108x108 PNG called icon_round.png and copy it into your UE4 project folder: Build/Android/res/drawable. This requires an addition to the AndroidManifest.xml which is easy to do with the Unreal Plugin Language, but be aware that this requires use of a code project. You may wish to also provide support for a round icon to be used for the Circle shape (default on some new Android devices). Refer to the adaptive icons guidelines for more details using foreground images and vector shapes. You can make a more complicated icon, but this is the quickest way to handle it with the greatest compatibility. Create a new XML file inside of this folder called icon.xml and then add the following as the file contents: First, create a new folder in Build/Android/res called drawable-anydpi-v26. Now you need an icon resource XML to reference your new adaptive icon image. Once the adaptive icon is created you will need to place it in the following location in your UE4 project folder: Build/Android/res/drawableĭoing this will ensure that this new icon is included when your project is built for Android devices. When you save this file make sure to name it icon_bg.png. Start by making a new 108 x 108 PNG with the inner 72 x 72 containing the part of your design you need to be sure is shown. Using one bitmap icon for adaptive icons is simple.
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