Patching an app

Ship a change to a live Eagle 3D Streaming app by uploading a small patch file instead of the whole Unreal build again.

Why patch at all

A packaged Unreal build is large. Re-uploading it for a changed material or a moved object means sending gigabytes to replace a few megabytes of content, and waiting out the whole upload sequence each time.

A patch is a .pak file holding only what changed. It sits on top of the base build, and the app loads both.

What patching buys, and what it costs

You get much smaller, much faster updates. You pay for it with a versioning scheme you have to keep straight yourself — every patch is built against a specific base version, and getting that wrong produces an app that does not run rather than an error message.

The three stages

  1. Try it on a demo app — upload a prepared build and a ready-made patch, so you see the mechanism work before your own project is involved.
  2. Set up the launch profiles — one for the base build, one for patches. This is the part that has to be right.
  3. Make and upload your own patch.

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