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82 changes: 41 additions & 41 deletions README.md
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## UE4 Plugin: HotPatcher
Chinese Document:[README_Chinese.md](https://github.com/hxhb/HotPatcher/blob/master/README_Chinese.md).

[HotPatcher](https://github.com/hxhb/HotPatcher) is a tool for managing hot update versions and resource packaging. It is used to track changes in the original resources of the project version to create patches. Support resource version management, difference comparison and packaging between versions, support exporting basic package information for multiple platforms, easily cook and package multi-platform Patches, support iterative packaging, rich configuration options, full-featured commandlet support, can be combined with ci/cd platform is integrated.

>The currently supported engine version is UE4.21-UE5 (UE5.0.3 is supported). I created a group to discuss UE4 hot update and HotPatcher plug-in issues (QQ group 958363331).
Plug-in documentation: [UE4 resource hot update packaging tool HotPatcher](https://imzlp.com/posts/17590/)

Video tutorial: [UE4 hot update: HotPatcher plug-in tutorial](https://www.bilibili.com/video/BV1Tz4y197tR/)

My UOD Hot Update Keynote Speech: [Unreal Open Day2020 Unreal Engine 4 Full Platform Hot Update Solution | lipengzha](https://www.bilibili.com/video/BV1ir4y1c76g)

The series of UE4 hot update articles I wrote can be used as a reference for engineering practice:

- [UE4 Hot Update: Demand Analysis and Scheme Design](https://imzlp.com/posts/17371)
- [UE4 resource packaging tool HotPatcher](https://imzlp.com/posts/17590/)
- [UE4 Hot Update: Automated Process Based on HotPatcher](https://imzlp.com/posts/10938/)
- [2020 Unreal Open Day](https://imzlp.com/posts/11043/)
- [UE4 Hot Update: Split the basic package](https://imzlp.com/posts/13765/)
- [UE4 Hot Update: Asset Management and Audit Tool](https://imzlp.com/posts/3675)
- [UE4 Hot Update: Create Shader Patch](https://imzlp.com/posts/5867/)
- [UE4 Hot Update: Questions & Answers](https://imzlp.com/posts/16895/)
- [UE Hot Update: Binary Patch Solution for Resources](https://imzlp.com/posts/25136/)
- [UE Hot Update: Shader Update Strategy](https://imzlp.com/posts/15810/)
- [UE Hot Update: Reload and Reapply of Config](https://imzlp.com/posts/9028/)
- [Resource Inspection Automation Practice Based on ResScannerUE](https://imzlp.com/posts/20376/)
- [UE5: Game Feature Pre-Research](https://imzlp.com/posts/17658/)
- [UE Resource Management: Engine Packaging Resource Analysis](https://imzlp.com/posts/22570/)
- [Shader compression scheme based on ZSTD dictionary](https://imzlp.com/posts/24725/)
- [Runtime reorganization scheme for Pak in Unreal Engine](https://imzlp.com/posts/12188/)

**Resource management framework based on HotPatcher**

![](https://img.imzlp.com/imgs/zlp/picgo/2021/20220526194731.png)

**Application project**
| QQ | Apex Legends Mobile | MOSSAI|
| :----------------------------------------------------------: | :----------------------------------------------------------: | :-------------: |
| <img src="https://img.imzlp.com/imgs/zlp/picgo/2022/202207280953994.png" height="160" width="160" /> | <img src="https://img.imzlp.com/imgs/zlp/picgo/2022/202207280956642.webp" height="160" width="160" /> | <img src="https://img.imzlp.com/imgs/zlp/picgo/2021/20220607171033.png" height="160" width="160" /> |

## UE4 Plugin: HotPatcher
Chinese Document:[README_Chinese.md](https://github.com/hxhb/HotPatcher/blob/master/README_Chinese.md).

[HotPatcher](https://github.com/hxhb/HotPatcher) is a tool for managing hot update versions and resource packaging. It is used to track changes in the original resources of the project version to create patches. Support resource version management, difference comparison and packaging between versions, support exporting basic package information for multiple platforms, easily cook and package multi-platform Patches, support iterative packaging, rich configuration options, full-featured commandlet support, can be combined with ci/cd platform is integrated.

>The currently supported engine version is UE4.21-UE5 (UE5.0.3 is supported). I created a group to discuss UE4 hot update and HotPatcher plug-in issues (QQ group 958363331).
Plug-in documentation: [UE4 resource hot update packaging tool HotPatcher](https://imzlp.com/posts/17590/)

Video tutorial: [UE4 hot update: HotPatcher plug-in tutorial](https://www.bilibili.com/video/BV1Tz4y197tR/)

My UOD Hot Update Keynote Speech: [Unreal Open Day2020 Unreal Engine 4 Full Platform Hot Update Solution | lipengzha](https://www.bilibili.com/video/BV1ir4y1c76g)

The series of UE4 hot update articles I wrote can be used as a reference for engineering practice:

- [UE4 Hot Update: Demand Analysis and Scheme Design](https://imzlp.com/posts/17371)
- [UE4 resource packaging tool HotPatcher](https://imzlp.com/posts/17590/)
- [UE4 Hot Update: Automated Process Based on HotPatcher](https://imzlp.com/posts/10938/)
- [2020 Unreal Open Day](https://imzlp.com/posts/11043/)
- [UE4 Hot Update: Split the basic package](https://imzlp.com/posts/13765/)
- [UE4 Hot Update: Asset Management and Audit Tool](https://imzlp.com/posts/3675)
- [UE4 Hot Update: Create Shader Patch](https://imzlp.com/posts/5867/)
- [UE4 Hot Update: Questions & Answers](https://imzlp.com/posts/16895/)
- [UE Hot Update: Binary Patch Solution for Resources](https://imzlp.com/posts/25136/)
- [UE Hot Update: Shader Update Strategy](https://imzlp.com/posts/15810/)
- [UE Hot Update: Reload and Reapply of Config](https://imzlp.com/posts/9028/)
- [Resource Inspection Automation Practice Based on ResScannerUE](https://imzlp.com/posts/20376/)
- [UE5: Game Feature Pre-Research](https://imzlp.com/posts/17658/)
- [UE Resource Management: Engine Packaging Resource Analysis](https://imzlp.com/posts/22570/)
- [Shader compression scheme based on ZSTD dictionary](https://imzlp.com/posts/24725/)
- [Runtime reorganization scheme for Pak in Unreal Engine](https://imzlp.com/posts/12188/)

**Resource management framework based on HotPatcher**

![](https://img.imzlp.com/imgs/zlp/picgo/2021/20220526194731.png)

**Application project**
| QQ | Apex Legends Mobile | MOSSAI|
| :----------------------------------------------------------: | :----------------------------------------------------------: | :-------------: |
| <img src="https://img.imzlp.com/imgs/zlp/picgo/2022/202207280953994.png" height="160" width="160" /> | <img src="https://img.imzlp.com/imgs/zlp/picgo/2022/202207280956642.webp" height="160" width="160" /> | <img src="https://img.imzlp.com/imgs/zlp/picgo/2021/20220607171033.png" height="160" width="160" /> |

HotPatcher is used in a large number of UE projects and is currently the most popular hot update tool in the UE community.
88 changes: 44 additions & 44 deletions README_Chinese.md
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## HotPatcher
English Document:[README.md](https://github.com/hxhb/HotPatcher/edit/master/README.md)

[HotPatcher](https://github.com/hxhb/HotPatcher)是虚幻引擎中涵盖了热更新、构建提升、包体优化、资源审计等全方面流程的资源管理框架。

在热更新领域,HotPatcher可以管理热更版本和资源打包,能够追踪工程版本的原始资源变动。支持资源版本管理、版本间的差异对比和打包、支持导出多平台的基础包信息、方便地Cook和打包多平台的Patch,并提供了数种开箱即用的包体优化方案,支持迭代打包、丰富的配置化选项,全功能的commandlet支持,可以非常方便地与ci/cd平台相集成。全平台、跨引擎版本(UE4.21 ~ UE5)支持。

>目前支持的引擎版本为UE4.21-UE5(已支持UE5.0.3),我创建了个群来讨论UE热更新和HotPatcher插件的问题(QQ群958363331)。
插件文档:[UE资源热更打包工具HotPatcher](https://imzlp.com/posts/17590/)

视频教程:[UE4热更新:HotPatcher插件使用教程](https://www.bilibili.com/video/BV1Tz4y197tR/)

我的UOD热更新主题演讲:[Unreal Open Day2020 虚幻引擎4全平台热更新方案 | 查利鹏](https://www.bilibili.com/video/BV1ir4y1c76g)

我写的UE热更新和资源管理的系列文章,可以作为工程实践的参考:

- [UE热更新:需求分析与方案设计](https://imzlp.com/posts/17371)
- [UE资源热更打包工具HotPatcher](https://imzlp.com/posts/17590/)
- [UE热更新:基于HotPatcher的自动化流程](https://imzlp.com/posts/10938/)
- [2020 Unreal Open Day](https://imzlp.com/posts/11043/)
- [UE热更新:拆分基础包](https://imzlp.com/posts/13765/)
- [UE热更新:资产管理与审计工具](https://imzlp.com/posts/3675)
- [UE热更新:Create Shader Patch](https://imzlp.com/posts/5867/)
- [UE热更新:Questions & Answers](https://imzlp.com/posts/16895/)
- [UE热更新:资源的二进制补丁方案](https://imzlp.com/posts/25136/)
- [UE热更新:Shader更新策略](https://imzlp.com/posts/15810/)
- [UE 资源合规检查工具 ResScannerUE](https://imzlp.com/posts/11750/)
- [UE热更新:Config的重载与应用](https://imzlp.com/posts/9028/)
- [基于ResScannerUE的资源检查自动化实践](https://imzlp.com/posts/20376/)
- [UE5:Game Feature预研](https://imzlp.com/posts/17658/)
- [UE 资源管理:引擎打包资源分析](https://imzlp.com/posts/22570/)
- [基于ZSTD字典的Shader压缩方案](https://imzlp.com/posts/24725/)
- [虚幻引擎中 Pak 的运行时重组方案](https://imzlp.com/posts/12188/)

**基于HotPatcher的资源管理框架**

![](https://img.imzlp.com/imgs/zlp/picgo/2021/20220526194731.png)

**应用项目**
| QQ | Apex Legends Mobile | MOSSAI 元宇宙 |
| :----------------------------------------------------------: | :----------------------------------------------------------: | :-------------: |
| <img src="https://img.imzlp.com/imgs/zlp/picgo/2022/202207280953994.png" height="160" width="160" /> | <img src="https://img.imzlp.com/imgs/zlp/picgo/2022/202207280956642.webp" height="160" width="160" /> | <img src="https://img.imzlp.com/imgs/zlp/picgo/2021/20220607171033.png" height="160" width="160" /> |

## HotPatcher
English Document:[README.md](https://github.com/hxhb/HotPatcher/edit/master/README.md)

[HotPatcher](https://github.com/hxhb/HotPatcher)是虚幻引擎中涵盖了热更新、构建提升、包体优化、资源审计等全方面流程的资源管理框架。

在热更新领域,HotPatcher可以管理热更版本和资源打包,能够追踪工程版本的原始资源变动。支持资源版本管理、版本间的差异对比和打包、支持导出多平台的基础包信息、方便地Cook和打包多平台的Patch,并提供了数种开箱即用的包体优化方案,支持迭代打包、丰富的配置化选项,全功能的commandlet支持,可以非常方便地与ci/cd平台相集成。全平台、跨引擎版本(UE4.21 ~ UE5)支持。

>目前支持的引擎版本为UE4.21-UE5(已支持UE5.0.3),我创建了个群来讨论UE热更新和HotPatcher插件的问题(QQ群958363331)。
插件文档:[UE资源热更打包工具HotPatcher](https://imzlp.com/posts/17590/)

视频教程:[UE4热更新:HotPatcher插件使用教程](https://www.bilibili.com/video/BV1Tz4y197tR/)

我的UOD热更新主题演讲:[Unreal Open Day2020 虚幻引擎4全平台热更新方案 | 查利鹏](https://www.bilibili.com/video/BV1ir4y1c76g)

我写的UE热更新和资源管理的系列文章,可以作为工程实践的参考:

- [UE热更新:需求分析与方案设计](https://imzlp.com/posts/17371)
- [UE资源热更打包工具HotPatcher](https://imzlp.com/posts/17590/)
- [UE热更新:基于HotPatcher的自动化流程](https://imzlp.com/posts/10938/)
- [2020 Unreal Open Day](https://imzlp.com/posts/11043/)
- [UE热更新:拆分基础包](https://imzlp.com/posts/13765/)
- [UE热更新:资产管理与审计工具](https://imzlp.com/posts/3675)
- [UE热更新:Create Shader Patch](https://imzlp.com/posts/5867/)
- [UE热更新:Questions & Answers](https://imzlp.com/posts/16895/)
- [UE热更新:资源的二进制补丁方案](https://imzlp.com/posts/25136/)
- [UE热更新:Shader更新策略](https://imzlp.com/posts/15810/)
- [UE 资源合规检查工具 ResScannerUE](https://imzlp.com/posts/11750/)
- [UE热更新:Config的重载与应用](https://imzlp.com/posts/9028/)
- [基于ResScannerUE的资源检查自动化实践](https://imzlp.com/posts/20376/)
- [UE5:Game Feature预研](https://imzlp.com/posts/17658/)
- [UE 资源管理:引擎打包资源分析](https://imzlp.com/posts/22570/)
- [基于ZSTD字典的Shader压缩方案](https://imzlp.com/posts/24725/)
- [虚幻引擎中 Pak 的运行时重组方案](https://imzlp.com/posts/12188/)

**基于HotPatcher的资源管理框架**

![](https://img.imzlp.com/imgs/zlp/picgo/2021/20220526194731.png)

**应用项目**
| QQ | Apex Legends Mobile | MOSSAI 元宇宙 |
| :----------------------------------------------------------: | :----------------------------------------------------------: | :-------------: |
| <img src="https://img.imzlp.com/imgs/zlp/picgo/2022/202207280953994.png" height="160" width="160" /> | <img src="https://img.imzlp.com/imgs/zlp/picgo/2022/202207280956642.webp" height="160" width="160" /> | <img src="https://img.imzlp.com/imgs/zlp/picgo/2021/20220607171033.png" height="160" width="160" /> |

HotPatcher在大量的UE项目中使用,是目前UE社区中最流行的热更新工具。

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